/// <summary>Checks if the given hit was on a WorldUI. If it was, it runs the click and returns true.</summary>
		/// <param name="hit">The successful raycast hit.</param>
		public static HitResult HandleWorldUIHit(RaycastHit hit){
			HitResult result=new HitResult();
			
			Transform transform=hit.transform;
			
			if(WorldInputMode==InputMode.Physics){
				// If we're in Physics mode, we're looking for MeshColliders on batches with the following name.
				if(transform.name=="PowerUI-CMesh"){
					// We got one! Which WorldUI is it?
					if(result.FindWorldUI(hit.transform.parent)){
						// Got the WorldUI in the result now.
						result.FindElement(hit);
					}
					return result;
				}
			}else if(WorldInputMode==InputMode.Screen){
				// If we're in Screen mode, we're looking for a box collider with the following name.
				if(transform.name=="PowerUI-BatchBox"){
					// We got one! Which WorldUI is it?
					if(result.FindWorldUI(transform.parent)){
						// Got the WorldUI in the result now.
						result.ScreenMode=true;
						
						// Next, we need to map the location on the front of the box to our 2D point.
						// First, whats the point relative to the box?
						Vector3 point=transform.InverseTransformPoint(hit.point);
						
						// Great - we now have a relative point from +-0.5 in x and y.
						result.SetRelativePoint(point.x,point.y);
					}
					return result;
				}
			}
			
			return result;
		}
		/// <summary>Checks if the given hit was on a WorldUI. If it was, it runs the click and returns true.</summary>
		/// <param name="hit">The successful raycast hit.</param>
		public static HitResult HandleUIHit(RaycastHit hit){
			HitResult result=new HitResult();
			Transform transform=hit.transform;
			
			// Only occurs in physics mode - we're looking for a transform with the following name:
			if(transform.name=="PowerUI-CMesh"){
				// Great! Hit the main UI.
				// Which element did it come from?
				result.FindElement(hit);
			}
			
			return result;
		}