Collider vs trigger vs raycast performance

So I have a simple 3d game started, everything is fine. But I am wondering about what method I should use for collision detection. I know many people say raycast for bullets, but what if I plan on using multiple weapon types like a laser or rocket launcher as well. In addition I am trying to keep performance at a high level in case I want to put the game on an ipad or something. What is the general consensus? This will be a 3rd person space type shooter if that helps any. I see alot of back and forth on this issue in the forums.

Use whatever is most appropriate for each kind of weapon. Don’t try to make them all the same, especially if they’ve got fundamentally different behaviour - a rocket moves over time based on speed/acceleration and is probably best represented as a physics object (even if you code your own physics), a laser is likely best implemented as a “hit scan” (look that up in your favourite search engine), bullets are likely best implemented as a hybrid (hit scan with a capped distance based on velocity, and either apply a hit or update the position for next tick).

Raycast is only good for instant bullets (hit scan as mentioned above).

All of my projectiles use collision events.

You don’t have issues with high-velocity stuff? That’s why I mentioned the hybrid approach.