SDF Mesh Collision Issue: Object Passing Through at High Velocities with Small Contact Area

I’m encountering an issue with SDF Mesh collision settings between two rigid bodies, A and B. Here’s the situation:

I’ve set up collision detection between rigid body A and rigid body B, each using their own SDF Mesh.

When rigid body A collides with B at a velocity of 400, the collision works as expected. A collides with B and they move together.

However, when A’s velocity is increased to 1000, although a collision is detected, A passes through B’s mesh and continues moving.

It’s worth noting that the collision area between A and B is quite small, approximately 10% of the total size of either A or B’s shape.

I’m looking for solutions to prevent this high-velocity penetration issue, especially considering the small contact area. How can I ensure that rigid body A doesn’t pass through B’s mesh, even at higher velocities and with such a limited collision surface?

Any advice or suggestions would be greatly appreciated. Thank you in advance for your help!

This is an excellent question. Let me ask the physics team. So at slower speeds it works fine and with more surface area of collision it works fine?

That’s correct. It works well at lower speeds, and when I increase the speed and enlarge the collision surface area, the meshes partially overlap but won’t pass through each other completely.

Also, after increasing the “Time Steps per Second” in the Physics Scene’s properties, it continues to work properly even at high speeds. However, the FPS drops, and the objects in the simulation move significantly slower than they did when “Time Steps per Second” was not increased.