Detecting fast moving trigger

Hi, I’ve problem with detecting fast moving kinematic trigger collider. I have a character with Character Collider. Another character is standing in front of the first one and he is swinging a sword. This sword has Rigidbody (isKinematic = true) and Box Collider (isTrigger = true). When sword’s collider crosses Character Controller’s collider, OnTriggerEnter is being called on the character. The problem is that sometimes it’s called and sometimes it is not (the animation with sword is pretty fast). I’ve tried to add another collider to the player itself - Box Collider and Rigidbody but it didn’t help.
I have TimeStep set to 0.02. Do you have any idea how to detect this sword with trigger ?

Thank you.

The collision detection fails when a collider is before the target in one frame and after it in the next. A simple solution is to increase the collider size: make the collider wider, so that there’s little or no chance to miss the character collider during a swing.

Another possibility is to fake the whole thing: when the enemy swings the sword, do a short raycast to check whether there’s a victim in its attack range. The raycast may start in front of the swordsman and go in its forward direction, or may start at the tip of the sword in its initial position and end at the final position (the sword must have no collider/trigger in this case, or the raycast may detect it!).