I’m having the same problem as you; as per this thread: Raycast misses custom mesh collider
I’m not sure if it’s my colliders; the raycast stuff looks right, and the Debug.DrawRay convinced me I was doing it correctly, but now I’m not sure. Like you, I’ve tried both versions of the ray code as per above, and with short ray distances, they shoot out at different angles, with a longer distance, the rays are both similarly accurate, but in my case the correct colliders are still not being hit…