Why is my raycast not working?

Hey guys, i was wondering if someone could help me, basically the problem is that i was creating a ray cast in my update i created one and it was working perfectly. but after i created the second ray cast underneath the first one the second one does not even work but the first still works. Basically what happens is i have said to the ray if the first ray hits the tag name wall turn Boolean "WalkingRight = true" it works fine. oh and yes when the ray hits the wall in the tag it prints a message "you hit right wall" that tells me the rifts tag is working and then if i try the something with the other ray it give out no message and does not set the left boolean to true at all. the 1st ray only seems to work. can you please have a look at my script and tell me what is wrong. the ray is in the update function thank you very much in advance :) MCHALO

  private var xOffset = 0.0;

var Water : float = 4;

 //public var  lockedRotation: float = 0;

var speed : float = 5;

var  jump  : float = 10;

var DoubleJump : int = 1;

var JumpReset : int = 2;

var JumpResetWallHit : int = 1;

var JumpVariance : float = 5;

//ar CenMass : float = 1;

var HitWallCollider: boolean = false;

var RayCastDist : float = 3;

var LeftRayDist : float = 3;

//var springSpeed : float = 10;

var ClimbSpeed : float = 5;

static var Climbing: boolean = false;

**var WalkingRight : boolean = false;
var WalkingLeft: boolean = false;**

//var SecWait : float = 0.3;

function Awake (){

//rigidbody.constraints = RigidbodyConstraints.FreezePositionZ| RigidbodyConstraints.FreezeRotationZ
    //|RigidbodyConstraints.FreezeRotationY| RigidbodyConstraints.FreezeRotationX;

}

function Update () {

var Hit : RaycastHit;
var Hit2 : RaycastHit;

Debug.DrawRay(transform.position , Vector3.right * RayCastDist, Color.green);

    //var fwd = transform.TransformDirection (Vector3.right);

    if (Physics.Raycast (transform.position, Vector3.right,Hit, RayCastDist))
     {

       if(Hit.collider.gameObject.tag == "Wall"){
           print ("Right side hit");
                  WalkingLeft = false;
                      WalkingRight = true;

   } 
}
Debug.DrawRay(transform.position , Vector3.left*  LeftRayDist, Color.green);

   // var fwd = transform.TransformDirection (Vector3.right);

    if (Physics.Raycast (transform.position, Vector3.left,Hit2,  LeftRayDist)) 
    {

        if(Hit2.collider.gameObject.tag == "Wall2"){
           print ("Left Side hit ");

            WalkingLeft = true;
            WalkingLeft = true;
}
}

}

function Start ()
{

//rigidbody.isKinematic = true;

}
function FixedUpdate ()
{
    //var movement : float = Input.GetAxisRaw("Horizontal") * speed;
    //movement *= Time.deltaTime;

    //rigidbody.centerOfMass = Vector3 (0, CenMass, 0);

    if(WalkingRight == false){
    if(Input.GetKey("d"))

    {

        rigidbody.velocity = Vector3(speed , rigidbody.velocity.y, 0);
    }
    }

    if(WalkingLeft == false){
    if(Input.GetKey("a")){

        rigidbody.velocity = Vector3(-speed , rigidbody.velocity.y, 0) ;
    }
    if(WalkingLeft == true  || WalkingRight == true){

    rigidbody.freezeRotation = true;

    }
    }

    if (DoubleJump > 0)
    {           
        if (Input.GetKeyDown(KeyCode.Space))
        {
                rigidbody.isKinematic = false;
                rigidbody.velocity = Vector3(0,jump ,0);

                DoubleJump -= 1;
        }
    }
    if (Input.GetKey(KeyCode.Space))
    {
            rigidbody.isKinematic=false;
            rigidbody.AddForce(Vector2(0,JumpVariance));
            Climbing = false;

            //constantForce.relativeForce = Vector3(0, -10, 0);
    }
    if (Climbing == false)
    {
        rigidbody.isKinematic = false;

        //transform.Translate(Vector3(movement,0,0)); // you need to change this line dude it is making the code 
        // play up. because you have movement defined up above this part would not let my booleans work and the is really making 
        // the jump play about. So see if you can find another line of code for this :) 
    }
    if (Climbing == true)
    {
        //transform.localPosition.x = 0;
        transform.rotation = transform.parent.rotation;
        transform.parent.gameObject.rigidbody.AddRelativeForce(Vector3.right * Input.GetAxis("Horizontal") * 3, ForceMode.VelocityChange);
    }   
    if(Input.GetButtonDown("Jump")&& (HitWallCollider == true )){

        Debug.Log("Gravity is true player will fall");

     rigidbody.useGravity = true;
     Debug.Log("Drag is set back to 0");

                rigidbody.drag = 0;
                Debug.Log("Kinematic is set to false move free");
                rigidbody.isKinematic = false;

                    Debug.Log("Hey! you hit the wall DoubleJump is reset");

                Debug.Log("Not hitting wall");
    HitWallCollider = false;
}
}

function OnCollisionStay ( other : Collision)
{
    if (other.gameObject.tag == "Ground")
    {
        if(!Input.GetAxis("Horizontal"))
        {
        rigidbody.velocity.x = 0;

        }
    }

}

function OnCollisionEnter ( hit : Collision)
{
    if (hit.gameObject.tag == "Ground")
    {
        //if(other.transform.position.y<transform.position.y)

        DoubleJump = JumpReset;

    }

if (hit.gameObject.tag == "Wall" ){

Debug.Log("Hitting the wall");
            rigidbody.isKinematic = true;
 Debug.Log("can not move Kin = ture");
//rigidbody.useGravity = false;
Debug.Log("drag is set hold player still ");
                            rigidbody.drag = 13;     
            Debug.Log("You hit the wall");
                DoubleJump = JumpResetWallHit;
                   //rigidbody.AddForce(0, 0, 0);
            HitWallCollider = true;
    //rigidbody.constraints = RigidbodyConstraints.FreezePositionZ| RigidbodyConstraints.FreezeRotationZ
    //|RigidbodyConstraints.FreezeRotationY| RigidbodyConstraints.FreezeRotationX;
           Debug.Log("Waiting 5 sec before you drop");
    yield WaitForSeconds(1);    
    Debug.Log("Gravity is true you will fall");
    WalkingRight = false;
    rigidbody.useGravity = true;
          Debug.Log(":)");
                        rigidbody.drag = 0;

    }

    if (hit.transform.tag == "Ground"){

    HitWallCollider = false;
    rigidbody.isKinematic = false;
    //rigidbody.useGravity = true;
    rigidbody.drag = 0;   

    }

    }

function OnTriggerStay ( other : Collider)
{
    if (other.gameObject.tag == "ladder")
    {
        if (Input.GetKey("w"))
        {
            transform.Translate ( Vector2(0, ClimbSpeed * Time.deltaTime));
            rigidbody.isKinematic = true;
            DoubleJump = JumpReset;
            Climbing = true;
        }
        if (Input.GetKey("s"))
        {
            transform.Translate (Vector2(0, -ClimbSpeed * Time.deltaTime));
            rigidbody.isKinematic = true;
            DoubleJump = JumpReset;
            Climbing = true;
        }

        if (transform.parent.tag == "ladder")
        {
            transform.localPosition.x = 0;
            //transform.rotation = transform.parent.rotation;
            //transform.parent.gameObject.rigidbody.AddRelativeForce(Vector3.right * Input.GetAxis("Horizontal") * 10, ForceMode.VelocityChange);
        }
    }
    if (other.gameObject.tag=="water")
    {
        DoubleJump=JumpReset;
        rigidbody.velocity.y/=Water;
    }

}

function OnTriggerEnter ( other : Collider)
{
    if (other.gameObject.tag=="water")
    {
        jump*=Water;
    }
}

function OnTriggerExit ( other : Collider)
{

    if (other.gameObject.tag == "ladder")
    {
        rigidbody.isKinematic = false;
        transform.rotation = Quaternion.identity;
        Climbing = false;
        transform.parent = null;

    }
    if (other.gameObject.tag=="water")
    {
        jump/=Water;
    }
}
function SetXOffest(offset: float){
    xOffset = offset;
}

//function WallCast (){
// var hit : RaycastHit;

    //  Debug.DrawRay (transform.position, Vector3.right * RayCastDist, Color.green); 
//if(Physics.Raycast(transform.position, Vector3.right, RayCastDist, 10)){
        //Debug.DrawRay (transform.position, Vector3.right * RayCastDist, Color.red); 
//if(hit.collider.gameObject.tag == "Wall"){
//Debug.Log("Hey You hit the wall congratz");

//}
//}
//}   

You are using Vector3.left which does not exist. You only have up/right/forward. Replace Vector3.left with -Vector3.right.

Also, try to not capitalize the first letters of variables - right now you're switching in between capitalizing and not-capitalizing which is confusing. Same goes for indentation.