The second argument of WorldRoot:Raycast is a directional vector, not a position vector.
You can do something like
local origin = workspace.CurrentCamera.CFrame.Position
local direction = (workspace.PartLeft.Position - origin).Unit
workspace:Raycast(origin, direction*50) -- check for part 50 studs
to get a vector in the direction of the left part. If you just want to check that it’s within the boundaries of the camera then use Camera:WorldToViewportPoint. The example at the bottom uses the old raycasting API, just make sure to convert that to use the new one.