WebXR raycast on sprite

Raycast is not intersecting/colliding with the sprite in AR.
Workflow - I have empty gameobject/nodes in my model, I have placed the sprites on these empty nodes. I have added sprites under a group and tried to perform raycast, in normal mode raycast is colliding with the sprites whereas in AR mode the raycast is not colliding. Any help is much appreicated.

Sprite :

      group = new THREE.Group();
      for(var i=0;i<model.children.length;i++){
                if(model.children[i].type == "Object3D"){
                        spriteMaterial = new THREE.SpriteMaterial({ map, opacity: 1, transparent: true,depthTest: false,depthWrite: false,sizeAttenuation : false});
                       sprite = new THREE.Sprite( spriteMaterial );
                       sprite.scale.set(1, 1, 1).multiplyScalar(1/36);
                       sprite.name  = "node name";

Raycast :

    mouse.x = 0;
    mouse.y = 0;
    raycaster = new THREE.Raycaster();
    raycaster.setFromCamera( mouse, camera );var intersects = 
    raycaster.intersectObjects(group.children, true);
     if (intersects.length > 0){

Not able to figure out it still, need some help. Raycast returns null for sprite in AR mode.

Group containing sprite

Sprite -

Returns null on performing raycast on it

Update : Tried using mesh (plane geometry) instead of sprite which seems to work. But my goal is to make use of sprite. Any help is appreciated.

Sorry for digging up an old post. Wanted to know does “setFromMatrixPosition()” affects raycast?


I am able to perform raycast but it doesn’t hit the target sprite. I am wondering if changes to sprite position caused the issue. Any help/suggestions?