Collider problem with physics

Hi,

I have a global mesh with inside different part, each part have a collider & rigidbody 3D ( Chunk ), when i shoot with my gun, my bullet have a rigidbody and a sphere collider i add forward force on him like that :

Temporary_Bullet_Handler.GetComponent<Rigidbody>().velocity = BallisticForce * powerMultiplier * Temporary_Bullet_Handler.transform.TransformDirection(Vector3.forward);

But in many many many case, my bullet don’t collide propretly with my chunk and passed through my chunk …
How can i fix that ? I don’t want use Raycast

It happens because bullet speed so fast, so it just jumps over a collider.
There is two solutions:

  1. Raycast
  2. In the inspector of Rigidbody component for bullets, set “Collision detection mode” to “Continuous
    But static colliders also should be set properly.
    Details on the link.
    Unity - Manual: Rigidbody component reference

In our opinion, raycast is simpler and more reliable solution.