I found a more simple approach, which seems to get the job done.
I basically just made the OnTriggerEnter event a coroutine, which works with Fixed Update:
IEnumerator OnTriggerEnter(Collider other)
{
yield return new WaitForFixedUpdate();
if (WALL)
{
DESPAWN
}
}
on top of that, I reduced the Fixed Timestep in the Timemanager to 0.005.
Now no bullet flies through a thin object anymore.
But I might go back to the raycast method, if this approach doesnt work over the long run.
But thanks to all of you, for the suggestions.
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