RayCast2D goes through the collider when the distance is less than one

when the distance between the origin of the raycast and the collider that was hit is greater than 1, the raycast works correctly, but as soon as the distance is less than equal 1, then the raycast goes through the collider and doesnt hit it.

and here is the code

//draw a path in the direction of the velocity.
RaycastHit2D rayHit = Physics2D.Raycast (new Vector2 (transform.position.x + velocityDirection.x, 
                                                  transform.position.y + velocityDirection.y), 
                                     new Vector2 (velocityDirection.x, velocityDirection.y));
if (rayHit!=null) {
	path.SetVertexCount (2); 
	path.SetPosition (0, new Vector3 (transform.position.x + velocityDirection.x * 0.1f, 
                                  transform.position.y + velocityDirection.y * 0.1f,
                                  Camera.main.farClipPlane));
	path.SetPosition (1, new Vector3 (rayHit.point.x, 
                                  rayHit.point.y,
                                  Camera.main.farClipPlane));

How big is the collider?
Do you mean the distance to the surface of the collider?
Because if you mean distance to the center of the collider, then it is probably working correctly.

What is velocityDirec ?
i think the Origin of your Cast starts behind the colider because the velocityDirec.

You add the velocityDirec to the Origin of your Gameobject and i think the the new Vector2 is behind the Colider.