Physics.Raycast not firing

I have this Script:
using UnityEngine;
using System.Collections;

public class PlayerRayCast : MonoBehaviour {
    private Ray PlayerRay;
    public static GameObject PlayerIsLookingAt;
    public static RaycastHit PlayerRayCastHit;
	// Use this for initialization
	void Awake () {
        PlayerRay = new Ray(GameObject.Find ("PlayerRaycastOrigin").transform.position, (GameObject.Find("PlayerRaycastDirection").transform.position - GameObject.Find("PlayerRaycastOrigin").transform.position));
	}
	void Update () {
        Debug.DrawRay(GameObject.Find("PlayerRaycastOrigin").transform.position , (GameObject.Find("PlayerRaycastDirection").transform.position - GameObject.Find("PlayerRaycastOrigin").transform.position),Color.cyan, 0.02f );
       if ( Physics.Raycast(PlayerRay ))
        {
            
            Debug.Log("Success");
        }
        Debug.Log("" + Physics.RaycastAll(PlayerRay, 1000000000f));
	}
}

Physics.RayCastAll() does Fire, but Physics.RayCast does not, even though they’re using the same Ray. Also in Debug.Drawray clearly cuts through multiple Objects, so what could be the cause of it?

if (Physics.Raycast (PlayerRay,100f))
{
print ("shoot’);
)

Try this

It finally worked somehow! Still don’t understand what the Problem was, but this time I just used 2 Vectors as Arguments in the Method instead of a Ray