raycast2D colliding with non existant tiles

Godot Version

4.6.1

Question

a raycast is colliding with a tilemap where there are no physics layers or tiles present , at (1,1)
here is the raycast with the tilemap in a test scene

code that is printing:

extends Area2D
@onready var collision_shape_2d: CollisionShape2D = $CollisionShape2D
@onready var ray_cast_2d: RayCast2D = $RayCast2D

Called when the node enters the scene tree for the first time.

func _ready() → void:
ray_cast_2d.target_position = Vector2(50000,0)
await get_tree().create_timer(1).timeout
print(ray_cast_2d.get_collider())
var position = ray_cast_2d.get_collider().global_position
print(position)
collision_shape_2d.shape.b = position

Called every frame. ‘delta’ is the elapsed time since the previous frame.

func _process(delta: float) → void:
pass

and running with collision shapes

solved, i was using raycast.get_collider().position , which returns the position of the object its colliding with , NOT the point at which the raycast intersects with the object.
thus , it would return the position of the whole tilemap , which is (1.0,1.0)