Casts a ray against all colliders in the scene.
Use either a game object or vector3 world position as the origin of the ray.
Use GetRaycastInfo to get more detailed info on the results.
Check Debug and Enable Gizmos to see the ray in the Game View.
Raycast takes a direction in world space. To raycast in local space use Transform Direction to convert a local space direction to a world space direction. For example, Transform Direction with x = 0, y = 0, z = 1 to get get a world direction vector looking forward.
Raycast doesn't support a LayerMask yet, but you can move colliders to the Ignore Raycast Layer if you don't want a raycast to pick them.