here is the official documentation info on this issue btw
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Objects are passing through each other at high speedsΒΆ
This is known as tunneling. Enabling Continuous CD in the RigidBody properties can sometimes resolve this issue. If this does not help, there are other solutions you can try:
Make your static collision shapes thicker. For example, if you have a thin floor that the player can't get below in some way, you can make the collider thicker than the floor's visual representation.
Modify your fast-moving object's collision shape depending on its movement speed. The faster the object moves, the larger the collision shape should extend outside of the object to ensure it can collide with thin walls more reliably.
Increase Physics Ticks Per Second in the advanced Project Settings. While this has other benefits (such as more stable simulation and reduced input lag), this increases CPU utilization and may not be viable for mobile/web platforms. Multipliers of the default value of 60 (such as 120, 180 or 240) should be preferred for a smooth appearance on most displays.
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