Trouble using worldroot:SphereCast()

Hello all, I am having a bit of trouble using the new shapecasting ray types, blockcast seems to be fine however spherecast is giving this strange issue where it is detecting half of a sphere, offset to where it should be, here is a video.

game:GetService("RunService").Stepped:Connect(function()
	local ray = workspace:Spherecast(script.Parent.Position, script.Parent.Size.X, script.Parent.CFrame.LookVector)
	if ray then
		print(ray)
	end
end)

I’ve tried to position and shoot the sphere at the same point, to no avail as well as try to offset it by -/2 of my objects size and shoot it toward an offset of +(2/size), to no success.

Try multiplying the LookVector by a length like 100.0

https://gyazo.com/896154f553864930e772ea1bb33d940a

This isnt really what I was going for, I need the red sphere to be the only area the ray is detecting anything.

I believe it is because the ray is only firing towards the LookVector of the sphere. It is not firing backwards.

if you offset it back by 3 studs, it seems to detect your character.

game:GetService("RunService").Stepped:Connect(function()
	local ray = workspace:Spherecast((script.Parent.CFrame * CFrame.new(0, 0, 3)).Position, script.Parent.Size.X, script.Parent.CFrame.LookVector)
	
	if ray then
		print(ray)
	end
end)

This creates a new problem, correct spot now but the ray is far too long.

https://gyazo.com/d473836a228c4f2d02bfa98202475dd6

You can just replace the 3 in this line with a smaller value like 2 or 1 to reduce the offset