Raycast2D not hitting Enemy collider

Hey all,
I’ve been trying to debug this raycasting problem in my line of sight, but I can’t seem to find the problem. Any advice from outside perspective of what I’m missing would be appreciated!

I’ve tried instantiating projectiles and using DrawRay’s but everything looks to be right. I’ve included a screenshot of the state of things at a Debug.Break() within the method. I’ll also include the code here:

bool InLineOfSight(GameObject stalker, GameObject prey, float range)
    {
        bool LoS = false;
        Vector2 targetDir = (prey.transform.position - stalker.transform.position).normalized;

        RaycastHit2D hit = Physics2D.Raycast(stalker.transform.position, new Vector2(targetDir.x, targetDir.y), range, LayerMask.GetMask("FighterLayer"));
        Debug.DrawRay(stalker.transform.position, new Vector2(targetDir.x, targetDir.y)*range, Color.yellow, 2f);
        Debug.Break();
        if (hit.collider == null)
            LoS = true;
        Debug.Log("Player LoS: " + LoS + " ...R "+range+ " D " + targetDir.ToString());
        return LoS;
    }

You can see the drawn ray that overlaps the enemy collider in Game View. The right side shows the filtered view of 2d colliders. I have the layer mask setup… The Debug.Log already kicks despite being past the Break() but I assume that’s just the nature of editor being able to pause things fast enough… I do also set enabled false on the Player 2d collider prior to this check in case that affects the Raycast, as the player is also in the LayerMask. Even if this affected it, I would think that the Raycast would always be hitting something, not never…

Thanks

facepalm jesus christ. return boolean logic was flipped.