Hello, I'll give a rundown of my setup of this 2D game and what I'm trying to achieve. I'm using the 2D versions of everything (BoxCollider2D, rigidbody 2D, etc). Enemies are dynamically simulated rigidbodies with a BoxCollider2D Bullets are dynamically simulated rigidbodies with a BoxCollider2D Bullets are set to continuous and interpolation for their collision detection. For the bullets I set them to be a trigger, as I want them to be able to overlap and/or pass through the enemies without colliding with them and exerting a force on them. However, in doing so if the bullet is moving too fast it doesn't correctly interpolate the overlap only when set to trigger. I've experimented with setting both the enemies and the bullets to kinematic/dynamic in both combinations as well as setting trigger and non trigger. Non trigger using the OnCollisionEnter2D method will resolve the collision regardless of speed. However, using a trigger with OnTriggerEnter2D appears to be skipped unless there is a literal frame overlap in the FixedUpdate function. I'm at a bit of a loss what to do here - advice is welcome. My current ideas are 1) Make everything kinematic then write a custom enemy collision resolver. I sort of dread doing this but I could give it a go. It just seems like a very rabbit hole situation. I experimented with my enemies and an avoidance flocking system and it was okay but lead to some jittering. 2) Try using the BoxCollider2D cast to, effectively, do a sweep test. 2a) Switch to the 3D collision system to get the rigidbody sweep test. My concern with a sweep test is I would need to figure out how to do it if the projectile is travelling at a curve. That said this definitely feels like something that should be doable. Maybe there's a simple solution staring me in the face. Help s very much appreciated, thank you for your time.