I got a problem with using the OverlapseSphere() method inside a different PhysicsScene

I am firing a projectile, on hitting an object it should explode and dmg all the objects within a radius.
For this I am using a separate PhysicsScene. The physics within this scene are simulated each update. So when the projectile collides with a player or the map it will trigger the code underneath. I have tested what the scene is of the object it hits and it is the serverScene. But I never get a result from the OverlapsSphere. (another thing… Why does this use a buffer for which I need to instantiate an array with a fixed size instead of returning the collision) I hope someone can help me!

private void OnCollisionEnter(Collision collision)
{
    Collider[] hitColliders = new Collider[5];
    Debug.Log(collision.gameObject.scene.name);
    int test = WorldController.serverScene.GetPhysicsScene().OverlapSphere(transform.position, 1000, hitColliders, default, default);
    Debug.Log(test.ToString());
    int i = 0;

    while (i < hitColliders.Length)
    {
        if (hitColliders *== null)*

{
break;
}
Debug.Log("Collide + " + hitColliders*.gameObject.name);*
ReferenceScript script = hitColliders*.GetComponent();*
if (script != null)
{
script.controller.Damage(50);
}
i++;
}
networkObject.Destroy();
}

default here isn’t the function default value, it’s the default value of the type of layerMask. And a layerMask is just an int. And the default value of an int is 0. And a layerMask of value 0 means “ignore every layers”.