Line renderer is not following raycast?

I’m using the below code to create a raycast laser, however the laser endpoint doesn’t end up at the hit point. Instead it goes behind my player in the opposite direction. I’ve confirmed the raycast is working properly through Debug.Drawray. What could be wrong?

	IEnumerator PlatformerRaycastShot(){
		Vector3 vectorToTarget = crosshair.transform.position - transform.position;        
		vectorToTarget.Normalize();
		RaycastHit hit;
		if(Physics.Raycast(transform.position, vectorToTarget, out hit, 5000, ~IgnoreMe)){
			Debug.Log("2d player hit " + hit.transform.name);
			Debug.DrawRay(transform.position, vectorToTarget * 1000, Color.green);
			laserLine2D.gameObject.SetActive(true);
			laserLine2D.SetPosition(1, hit.point);
		}
		yield return new WaitForSeconds(5);
		lastShootTime = Time.time;
	}

You can use Debug.DrawLine(transform.position, hit.point, Color.green); to see if the hit point is exactly where it supposed to be.

What is the purpose of the * 1000 in this line
Debug.DrawRay(transform.position, vectorToTarget * 1000, Color.green);?
Unless I’m missing something, that might be your problem