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.

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