Fast moving objects go right through other colliders

My have some objects that move pretty fast, and when they do, they sometimes go right through other colliders instead of bouncing off like they should. I thought that was supposed to be fixed with Unity 3. Is that incorrect?

fast moving objects should also raycast for collisions in unity3d < 3.0.

This is no bug it is just a calculation matter with the number of update cycles per second. More update Cycles == less collision pass throughs == mor computation power.

In unity 3.0 you can activated ccd (continous collision detection) which consums more calculation time, so only use it for few objects when it is necessary.