Debug.log not working with raycast

Hi guys, its my first time here! I want an enemy that uses raycasts to detect me, the player. Im setting up the raycast and a test debug log to see if it works, but it does not. On my enemy I put a sphere and put a collider with is trigger on it. The problem is that even tho it enters the trigger, it does not show the debug message.

using UnityEngine; 
using System.Collections;

public class EnemyAI : MonoBehaviour { 

	private GameObject playerTarget;
	private SphereCollider col;
	
	void Awake ()
	{
		playerTarget = GameObject.FindGameObjectWithTag ("Player");
		col = GetComponent<SphereCollider>();
	}
	
	void OnTriggerEnter (Collider other)
	{
		if(other.gameObject == playerTarget)
		{
			Vector3 direction = playerTarget.transform.position - transform.position;
			{
				RaycastHit hit;
				
				if(Physics.Raycast(transform.position, direction.normalized, out hit, col.radius))
				{
					if(hit.collider.gameObject == playerTarget)
					{
						Debug.Log ("player in sight");
						//Stuff happens that makes the enemy chase the player
					}
				}
			}
		}
	}
}

I hope somebody can help me with this one because I’m completely stuck now…

well using OnTriggerEnter and RayCast are two differents techniques first off .
If we enter in OnTriggerEnter that means that isTrigger is enable , check that first .
Second , OnTriggerEnter works once your objects collide until you went out to call OnTriggerExit.
Third , RayCast might not working it is calculating a distance , but if your objects are too close , dunno…

When Update()
{
    if(activateRayCasting)
      {
           //do your raycast stuff
      }

}
When OntriggerExit(...)
{
       activateRayCasting = true;
} 
When OntriggerEnter(..)
{
       activateRayCasting = false;

      if(col.gameObject.tag != "terrain")
         Debug.Log(col.gameObject.name);
}