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).

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