UICamera's type determines how objects are sorted after getting hit by a raycst. 3D World means it goes by the point of intersection, and if you have colliders in the same place you may run into issues. 3D UI means that objects are taken, then sorted by their widget's depth value.
If you set the type to 3D World, events will also go to rigidbodies rather than colliers, so if your ball is a rigidbody and a star is a child collider, the events will actually be redirected to the ball object. This is useful if you have multiple colliders, but want events to be handled in one place.
In Windward I often have complex objects with multiple colliders on multiple layers, and events going to the rigidbody makes it a trivial matter.