Triggers not working because of speed?

Hello, I’ve been trying to figure out why my colliders are not working. The moving object (cube) has a rigidbody that is not kinematic, and it has a box collider of its own Not set to trigger.I have a wall that only has a mesh renderer, a mesh filter and a box collider set to trigger. So why won’t it work? This is the script on the wall:

function OnTriggerEnter (other : Collider) {
if (other.gameObject.tag=="new"){
//if (other.gameObject.CompareTag=="new"){
Debug.Log("object passed");
pass +=1;

I think it is because of the speed. The script on the cube makes it go 1000f, so my question, is: is my collider not working because of the speed?

P.S. The rigidbody is set to discrete detection.

Well, if the problem is ineed due to the high speed. This post should help you further.

Sinse it includes how you can detect whether this is the case. And the things you can do to resolve this problem.

As @sumit9236 pointed out, changing the rigidbody’s collisionDetectionMode to ContinuousDynamic might help aswell.