Raycast doesnt do anything (HEEEEELP!!!!)

I have a big problem and I need your help really fast! I cant get this Raycast to set my variable to true! what am i doing wrong?

var see : boolean;
function Update() {
 if(Physics.Raycast(transform.position , moveDirection, hit) &&hit == GameObject.FindWithTag("Player")){
                            see = true;
            }
}

In this case, "hit" is not going to be a game object, but RaycastHit, a bundle of information about what was hit.

try this instead:

 var see : boolean;
    function Update() {
     if(Physics.Raycast(transform.position , moveDirection, hit) &&hit.transform.CompareTag("Player")){
                                see = true;
                }
    }

This looks at the transform of what was hit, and checks the tag for "Player"

EDIT: Also make sure your game object has a collider, or no hit will be registered.

var waypoint : Transform [];
var speed : float = 20;
private var currentWaypoint : int;
var loop : boolean = true;
var dist = 60;
var hunt = 100;
var player : Transform;
var hit : RaycastHit;
var see: boolean;

function Update () {

     var target : Vector3 = waypoint[currentWaypoint].position;
     var moveDirection : Vector3 = target - transform.position;

     if(Physics.Raycast(transform.position , moveDirection, hit) &&hit.transform.tag == "Player"){
                                see = true;
     }
        if(see == true){    
            if(currentWaypoint < waypoint.length){  
                                var distFromPlayer : Vector3 = player.position-transform.position;  
                var velocity = rigidbody.velocity;

                    if(moveDirection.magnitude<1){
                        currentWaypoint++;
        }
        else if(distFromPlayer.magnitude < dist){
            velocity = Vector3.zero;
            target = player.position;
            velocity= (player.position-transform.position).normalized * speed;
            if((player.position - waypoint[currentWaypoint].position).magnitude >hunt){
                taget = waypoint[currentWaypoint].position;
                velocity = moveDirection.normalized * speed;
            }
        }
        else{
        velocity = moveDirection.normalized * speed;
        }
        }
        else{
            if(loop){
                currentWaypoint = 0;
        }
            else{
                velocity = Vector3.zero;
        }

        }
    }

    rigidbody.velocity = velocity;
    transform.LookAt(target);

}