Rigidbody possible glitch with discrete vs continous testing

I’m creating a dynamic 3d ledge climbing system. It is working perfectly if I have the rigidbodies set to continuous mode. However, in the default discrete mode the colliders don’t fire off … nearly ever on VERY rare occasion and it doesn’t seem to be because of any specific time frame just when I collide at the corners of the platform for some reason. Currently all I’m doing is trying to find the point where the model should try to grab and drawing gizmos at that point when it is found. To help me find the issue I was also using Debug.Log in the OnCollisionEnter and OnCollisionStay methods and they nearly never fired off when the scene showed that the collider most DEFINITELY were touching. In continuous mode everything worked fine. Is there a reason this is happening? Discrete mode I thought was supposed to update every fixed time step every 10 frames or so. Am I mistaken?

Hi. I’ve experienced similar issues with the collision detecting system.
Using it for dragging objects around, I found it would miss a fair few collisions on faster moving objects in Discrete collision mode. Changing to Continuos has fixed all the little misses. I’m not 100% sure about the update frequency for Discrete, but it’s definitely not quick enough. From what I’ve gathered, the time step is more for the physics simulation whereas changing the detection mode is intended to catch any fast collisions that would otherwise get missed.