So I can't guarantee this is a correct response without testing, but what may be happening is that you're spawning the raycast inside of the object you want to detect as being intersected. I had this problem in a game of mine, when I got too close to an object the raycast that was supposed to detect it would spawn within it, and nothing would get detected.
The fix for that worked for me in that instance was to have a second raycast that was the opposite of the first raycast. So in example:
raycastA spawns at (0,0), raycastA casts to (5,0)
raycastB spawns at (5,0), raycastB casts to (-5,0)
However this wont work if both the spawn and the destination are within the object ofc. If this is indeed the problem, you may want to spawn the raycasts from within the collision of whatever is firing them, to make sure that it can't possible intersect with the collision of something else.
Like I said though, I haven't messed with your project, so sorry if this is all irrelevant lol.