Add objs.screenZOffset = 200;
Or dont and use rayDir.x = ball.x - ray.orig.x; rayDir.y = ball.y - ray.orig.y; rayDir.z = ball.z - ray.orig.z; instead of rayDir.x = e.sceneX - ray.orig.x; rayDir.y = e.sceneY - ray.orig.y; rayDir.z = e.sceneZ - ray.orig.z; Its like savage already said the oncanvas gets infront (sort of thing).
