SphereCastAll hit.point are allways zero

Hey guys.
I tried using SphereCastAll and every time I want to get the hit.point of these Casts it returns a Vector of zero

float attractDistance = 10f;
Ray ray = new Ray(transform.position, Vector3.forward);
RaycastHit[] possibleAttractors = Physics.SphereCastAll(ray, attractDistance, 0.0f);
foreach (RaycastHit hit in possibleAttractors)
{
    print(hit.point);    //Returns (0.0, 0.0, 0.0)
}

Thanks

Physics.SphereCast

Note:

SphereCast will not detect colliders for which the sphere overlaps the collider. Passing a zero radius results in undefined output and doesn’t always behave the same as Physics.Raycast.