title: Unity3d - Raycast doesnt Count Hit when multiple Colliers are in the scene
body: <pre><code>private bool InteractCombat() {
    GameObject target;
    RaycastHit[] hits = Physics.RaycastAll(GetMouseRay());
    foreach(RaycastHit hit in hits) {
      if (hit.transform.gameObject.tag == &quot;gameEnemy&quot;) {
        target = hit.transform.gameObject;
      } else {
        return false;
      }
      if (target == null) return false;
      if (target != null) {
        targetToAttack = target;
        targetState = targetToAttack.GetComponent &lt; GameObjectState &gt; ();
      };
      if (!targetState.IsDead || targetState.CanBeDestroyed) {
        GetComponent &lt; CursorChanger &gt; ().setCursorToAttack();
        enableHealthBarAndAdjustSize();
        if (Input.GetMouseButtonDown(0)) {
          GetComponent &lt; Animator &gt; ().ResetTrigger(&quot;stopattack&quot;);
          GetComponent &lt; Attacker &gt; ().Attack(targetToAttack);
        }
      } else {
        disableEnemyInfo();
        GetComponent &lt; CursorChanger &gt; ().setCursorToWalk();
      }
      return true;
    }
    return false;
  }
  </code></pre>
  <p>This is basicly the Code from my PlayerController script.</p>
  <p>With one Enemy in the Scene, with one Collider everything works fine.</p>
  <p>When i add a second clone of the Enemy Prefab, the Raycast method here cannot find the GameObject - when i remove the Capsule Collider of one of the Clones, everything is fine with killing the Remaining Enemy, who still has its Collider.</p>
  <p>What am i missing here ? why cant i have multiple Colliders in the Scene (Even on different Objects) without breaking my whole attack functionality??.</p>