Raycast not working [SOLVED]

I am just learning programming and thought I would create a simple game in Unity where one presses the arrow keys to create squares in the arrow key’s direction. I am trying to create a raycast that will detect if there is a square already in that direction, and if there is to not create a square. Here is my code so far:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;


public class shuffle : MonoBehaviour
{

    public LayerMask mask = -1;

    public List<Vector3> spaces;

    public GameObject[] cards;

    public GameObject[] spacesToAdd;

    public int timesTriggered;

    public int number;

    public GameObject card;
    public GameObject space;
    private GameObject lastSpaceInstantiated;
    private GameObject firstSpace;
    public GameObject spawnOnMe;

    private bool first = true;

    public float fireDelay = 1;
    public float firePause = 1;

    void Start()
    {
    }
    void ShuffleRed()
    {
        spaces = new List<Vector3>();
        cards = new GameObject[(GameObject.FindGameObjectsWithTag("cards").Length)];
        spacesToAdd = new GameObject[(GameObject.FindGameObjectsWithTag("spaces").Length)];
        for (int i = 0; i < spacesToAdd.Length; i++)
        {
            spacesToAdd[i] = (GameObject.FindGameObjectsWithTag("spaces"))[i];
        };
        for (int k = 0; k < spacesToAdd.Length; k++)
        {
            spaces.Add(spacesToAdd[k].transform.position);
        };
        for (int l = 0; l < cards.Length; l++)
        {
            cards[l] = (GameObject.FindGameObjectsWithTag("cards")[l]);
        };
        for (int m = 0; m < cards.Length; m++)
        {
            number = Random.Range(0, spaces.Count);
            cards[m].transform.position = spaces[number];
            spaces.RemoveAt(number);
        };
    }
  
    void Update ()
    {
        if (Input.GetButton("Fire1") && Time.time > firePause)
        {
            firePause = Time.time + fireDelay;
            ShuffleRed();
        }
        if (Input.GetButton("Fire2") && Time.time > firePause)
        {
            firePause = Time.time + fireDelay;
            Instantiate(card, transform.position, Quaternion.identity);
        }
        if ((Input.GetKey("up") || Input.GetKey("down")  || Input.GetKey("left") || Input.GetKey("right")) && Time.time > firePause && (GameObject.FindGameObjectsWithTag("spaces").Length) > (GameObject.FindGameObjectsWithTag("cards").Length - 1))
        {
            firePause = Time.time + fireDelay;
            CreateSpace();
            timesTriggered = timesTriggered + 1;
        }
    }
    void CreateSpace()
    {
        if (Input.GetKey("up"))
        {
            if (Physics.Raycast(transform.position, transform.up, 3, mask.value) == false)
            {
                GameObject lastSpaceInstantiated = (GameObject)Instantiate(space, (spawnOnMe.transform.position + new Vector3(0, 2, 0)), Quaternion.identity);
                spawnOnMe = lastSpaceInstantiated;
            }
        }
        else if (Input.GetKey("down"))
        {
            if (Physics.Raycast(transform.position, -transform.up, 3, mask.value) == false)
            {
                GameObject lastSpaceInstantiated = (GameObject)Instantiate(space, (spawnOnMe.transform.position + new Vector3(0, -2, 0)), Quaternion.identity);
                spawnOnMe = lastSpaceInstantiated;
            }
        }
        else if (Input.GetKey("left"))
        {
            if (Physics.Raycast(transform.position, -transform.right, 3, mask.value) == false)
            {
                GameObject lastSpaceInstantiated = (GameObject)Instantiate(space, (spawnOnMe.transform.position + new Vector3(-2, 0, 0)), Quaternion.identity);
                spawnOnMe = lastSpaceInstantiated;
            }
        }
        else if (Input.GetKey("right"))
        {
            if (Physics.Raycast(transform.position, transform.right, 3, mask.value) == false)
            {
                GameObject lastSpaceInstantiated = (GameObject)Instantiate(space, (spawnOnMe.transform.position + new Vector3(2, 0, 0)), Quaternion.identity);
                spawnOnMe = lastSpaceInstantiated;
            }
        }
    }
}

Nevermind figured it out. Was raycasting from the game controller, not from the squares I made.