Bullet moves fast and makes a late collision..

For some reason, the bullets which I instantiate are detecting collision lately… So it shows for example the particle and decal which are meant to be spawned when it collided at first place abit further…

        lastBullet =(GameObject) Instantiate(Resources.Load ("bullet"),equippedWeapon.GetComponent<I_weapon>().gunPoint.position,equippedWeapon.GetComponent<I_weapon>().gunPoint.rotation);
		lastBullet.rigidbody.AddForce(-equippedWeapon.GetComponent<I_weapon>().gunPoint.transform.forward*Time.deltaTime*5000,ForceMode.Impulse);

Its force speed is Time.deltaTime*5000…
I think that is the problem but I still cant be sure…

The bullet object is a rigid body and it uses a square collider.

The collision detection part:
(The code is one of the bullets components)

 void OnTriggerEnter(Collider victim)
	{	
		

		
		
		//Hitting a concrete wall.
		else if(victim.gameObject.tag=="concrete" && owner!=victim.gameObject.GetPhotonView())
		{
			 RaycastHit hit;
			if (Physics.Raycast (transform.position, transform.forward, out hit, 100.0f)) //Will pick the walls rotation and will draw a decal from it.
			{
    			Instantiate( Resources.Load("decal_concrete"),hit.point,Quaternion.LookRotation(hit.normal));
			}	
			
			Instantiate(Resources.Load("particle_concrete"),transform.position+transform.TransformDirection(0,0,10) , Quaternion.Inverse(transform.rotation));
			
		}
		
		Destroy(this.gameObject); 
		
	}

Please help me, how do I get the bullet to detect the wall at the moment it gets into it?

If the bullet is moving that fast, you might as well just forget using a collision with it. Just use a raycast from the gun to where it’s pointing and do your code from there. It is more reliable than using collision on really fast objects.

You could also try using this script on Unity Community if you still want to use this method: DontGoThroughThings

I’m doing similar thing but with flying arrow. What helped me to catch collision on time is increasing time resolution in Time Manager (Fixed Timestep). It affects collision detection as it’s for physics.

Well, I actually tried raycasting, it works much better than the bullet instantiating and solves alot of problems.
I recommend the raycast method for bullet shooting.