Rigidbody3D goes through walls at high speed

Godot Version

v4.4.stable.official

Question

I’ve been using Godot version 4.4 with the Godot jolt physics, and previously in 4.3 with the Godot jolt addon. However in both versions I keep running into the same issues.

My RigidBody3D Moves through StaticBody3D’s When colliding at high speeds, I do not assign its position anywhere in the script besides respawning it when they fall out of the map, and the speed is not outrageous enough that no collision would happen at all. The collision is a ConcavePolygonShape3D that I import from a blender meshes that I drop into the editor, It doesn’t seem to happen all the time and doesn’t happen at all with regular collision shapes like Cube Collision Or Sphere Collision. In blender I make sure that all of the faces are not flipped, and I make sure to not have any weird mesh, yet I still have issues every now and then.

Am i able to adjust the collision priority or something, maybe layering the collision over itself makes it check twice?

Any Help Is Appreciated!

This is the most difficult and slowest collision shape, if you can use a simpler shape, try that first. You will have better luck enabling “Continous CD” on your RigidBody3D, but it still may not be perfect, and it will be more taxing on the system.