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My sniper bullets are phasing through walls at long range, help

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    User AvatarSam Ramirez
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    I’m building a competitive FPS in the style of Valorant and I’ve hit a wall (pun intended). My sniper rifle rounds just tunnel straight through thin cover when you’re far enough away. At close range everything registers fine, but the second you’re 200+ meters out and the target is behind a wall or a thin pillar, the shot clips right through and I get no hit registration. I’ve been chasing this for two weeks and it’s driving me insane because in single-player tests at low speeds it looks perfect, so it’s clearly velocity related.

    I did some debugging and confirmed it’s classic tunneling — at 300 m/s my projectile travels roughly 15 of its own radii per 16.67 ms tick, so a discrete frame-to-frame overlap check simply never sees it occupying the same space as the wall. I’ve read that people fix this with swept/continuous collision detection but every tutorial I find is either 15 years old or pure academic theory. Does anyone actually run CCD in a real game engine without nuking their frame budget? How do you decide what actually needs CCD turned on?

    "☕ Double shot espresso + tenkeyless custom mechanical board + dim ambient light."
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