I created a rifle which shoots bullets. Each bullet is a small rigidbody with a collider set to continuous collision detection. The problem is, when I launch the projectiles at a higher speed (it's not even that much super fast) they pass through colliders on walls, even thick ones. Now how can i fix this? I already halved the time step to .01 and this helped some, but the bullets still pas through smaller objects like bottles. I could lower it even more, but i don't want the performance to suffer. Can modern middle end computers even cope fine with fixed step doing like 500 frames per second? I definitely want to keep bullets as physical objects so I definitely don't want to use raycasting hitscans instead of real bullets. The only thing I can think of, is to raycast between the bullet and the place it was during the last frame, if if there is something between, to teleport the bullet back to the collision location. But this seems like overly bloatly and ugly solution. Thanks.