High velocity collision detection

I know there is a script out there that is a workaround for high velocity objects not passing through colliders. Is there not another way to do it? Isn’t there a way to increase the frequency of calculations the physics engines does so you don’t have to do the raycasting?

Yes, the value is called Fixed Timestep and is under Edit>Project Settings>Time.

Ahhh. Thank you.

Has anyone tried using a raycast first…determining if anything is hit… Then use those coords to send a projectile very fast to that spot to self-detonate. At that point instantiating your hit particles or whatever you want there?
Seems like it would be a cool way to do Star Wars type blaster projectiles without having to crank up the fixed timestep.

I’m actually working on a high velocity projectile script that casts ahead instead of back. I’m sure the script on the wiki is good for some projectiles, but mine move too fast for it to keep up (projectiles still pass through colliders, but then snap back to the hitpoint. Looks ugly.) The only solution, aside from adjusting the time step, is to cast a ray forward along the path at various points (it is an arc, not a straight line) to anticipate any collisions. This way, as the projectile moves along the path, it will know where it should collide before it reaches/passes that point. Once it reaches the last update point before it would normally pass through, it just sets its position to the hit point.