Hi There, Our small team is currently working on a 3D shooter style game. Initially, all bullets used triggers as opposed to physical colliders. We then called the appropriate damage methods and such in the OnTriggerEnter function. The result of this was bullets exploding too far into objects as there is no physical collision to correct the bullet using Rigidbody continuous collision detection before the explosion occurs. Note that this even occurred with relatively slow moving bullets as seen in the image below. Our solution was then to use physical colliders on the bullets with continuous rigidbody collision detection, which seems to be what Unity did in the tanks demo. This is now causing many problems further down the line as bullets physically push enemies back on impact (due to mass) as well as many other related problems. It seems far more intuitive to make bullets use trigger colliders instead however this brings us back to square one as mentioned above. Any suggestions on this topic would be greatly appreciated.