Quick answer: Godot 4 ShapeCast3D with long motion vector skipping thin walls? Cast resolution is bounded - chunk the cast into smaller segments.
Long-range raycast through a wall 100m away; wall is 5cm thick; cast misses.
Chunk the cast
Multiple 10m segments; check each. Total cost same; coverage complete.
Or use raycast instead
For point-like queries, RayCast3D is cheaper and has different resolution rules.
Increase margin
ShapeCast3D margin parameter. Thicker effective ray; thin walls visible.
“Long casts have precision limits. Chunk; raycast; widen margin; pick.”
If your weapons have long range, the cast precision is a real design constraint. Plan it.