Prefab explosion isn't instantiating anymore

All of a sudden the explosion that gets triggered isn’t instantiating. What could possible make that happen?

void Update()
    {
        RaycastHit hit;
        if (Physics.Raycast(transform.position, transform.forward, out hit, 10))
        {
            //Debug.Log(hit.transform.name);

                CubeController cubecont = hit.transform.GetComponent<CubeController>();
                if (cubecont != null)
                {
                    cubecont.TakeDamage(damage);
                    hit.rigidbody.AddForce(-hit.normal * impactForce);
                    GameObject impactObject = Instantiate(cubeHit_particle, hit.point, Quaternion.LookRotation(hit.normal));
                    Destroy(impactObject, 5f);
                    Destroy(gameObject);
                }
            if (hit.transform.tag == "ChannelCollider")
            {
                GameObject impactObject = Instantiate(cubeHit_particle, hit.point, Quaternion.LookRotation(hit.normal));
                Destroy(impactObject, 5f);
                Destroy(gameObject);
            }
        }
    }
void Die()
    {
        GameObject expl = Instantiate(explosion, transform.position, transform.rotation);
        Destroy(gameObject);
        Destroy(expl, 20f);
    }

I don’t think it is the code…it was just working and I didn’t change anything.
the cubeHit particle system is working correctly. The explosion does instantiate once every 1000 times it is suppose to though…maybe.

I removed the AddForce and now it works. That’s weird.