Vector3 Angle What did i do wrong ?

I wrote this code about 2 weeks ago and it was working fine in my development scene, however i try importing it into an official level and now the angle is returning a strange number.

 //Returns the Angle in Degrees 
        Debug.Log(Vector3.Angle(transform.position + new Vector3(0, .5f, 0), Enemy.transform.position - transform.position));

        //Draws a Ray from the Enemys position in its forward direction
        Debug.DrawRay(transform.position + new Vector3(0, .5f, 0), transform.TransformDirection(Vector3.forward));

        //Draws a Ray from the Enemy position to the Players position
        Debug.DrawRay(transform.position + new Vector3(0, .5f, 0), Enemy.transform.position - transform.position);

        //The Angle in use
        if (Vector3.Angle(transform.position + new Vector3(0, .5f, 0), Enemy.transform.position - transform.position) < 90f)
        {
            EnemyNavigation.SetDestination(Enemy.transform.position);
        }

All the varibles are assigned correctly and the navmesh is working as well, its just the angle is returning higher than 90 when it shouldn’t as seen here.

Solved it, don’t know how I didn’t notice this

Vector3.Angle should be given 2 raycasts to check the angle between when i game the position

Replaced
Vector3.Angle(transform.position

with
Vector3.Angle(transform.TransformDirection(Vector3.forward)