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Channel: Answers for "Projectiles too fast for Physics"
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Answer by Dede24

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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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