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Collision detection continuous bug for nested colliders

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This is NOT a bullet/paper problem. A collider sphere is used as a projectile. projectile is 760 m/s. A gun fires it. The gun is nested under a ship with a mesh collider for a hull. On the first frame after firing, I get an ProjectileModel.OnCollisionEnter number of contacts:1 frame:712 Contact point is 15 units away. About 1/50th of 760. All the colliders on the ship are reported as a collision. All contact points for all different colliders are the same. Unity claims the projectile hit the hull, all projectiles on the ship waiting to fire, and the water surface.

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