A Raycast is just a little thing that goes from an origin point toward a direction vector.
The origin can be an object, which will be your rift camera.
The direction is a normalized vector3, so if you want it to go forward then you would put "1" in the Z slot and 0's for the X and Y. By selecting "Self" space instead of "World" space you'll be casting a Ray (or laser if you will) out into the scene toward wherever the rift is looking.
Now, if you check the every frame option its going to do this constantly. There isn't much point in doing this once, then stopping.
The options for storing data are vast, but you only need to store the Hit Object. The ray will eventually collide with something, when it does then it will store that object into a variable of your choosing. Just make a new empty GameObject variable and put it in the Hit Object slot. It's not necessary to define that variable yourself, just keep it empty. When the raycast hits something it will put whatever it hits into that variable. The lamp will need a collider.
You'll need to put the things that can be hit by this raycast onto a specific layer, then in the Layer Mask options define that layer so the ray only hits things on that layer, otherwise it will be putting walls and everything into your Hit Object variable and thats not what you want.
Now that you know what the player is looking at then you can send a message to do something. For starters forget the wait, just fire an event when in the Hit Event slot and go to a second state where you use a Send Event action to send an event to the Hit Object telling it do something.
On the lamp, the object with the collider, you'll add an FSM and two states, the Start state will be empty and there will be a transition to another state that has an Activate Game Object action on it with the light as the target. Add a Global Event for this state, its the one that you're sending from the other FSM.
tl;dr
Now when you look at something on the correct layer mask your raycast will hit it, store the object, fire the event, send the message to the object it hit, the other object will recieve it and activate the light.
I'll probably make a video tutorial about this soon since after I got about halfway through I realized its probably a little more intermediate of something to tackle.