# Discrete collision detection

> Overview of the high-efficiency discrete collision detection mode available in Unity.

The **Discrete** collision detection mode uses a discrete collision detection algorithm, which checks for collisions on each physics timestep.

**Discrete** is the default collision detection mode, and by far the least computationally demanding. However, it can miss collisions that occur between physics steps, so it’s usually not suitable for fast-moving collisions.

If your collisions happen too quickly for discrete collision to pick them up, you can try one or both of the following solutions:

* Increase the frequency of physics timesteps. This can solve missed collisions for fast-moving objects, but comes with a high performance impact due to the extra calculations required.
* Use one of the [continuous collision detection (CCD)](/engine/6000.3/manual/physics-section/physics-overview/collision-section/collision-detection/continuous.md) modes. These can predict collisions that might occur between physics timesteps, but they also have a higher performance impact.

Experiment with both and profile the results to find the right solution for your project.
