Hi Refeuh,
actually, it only happens on my iphone. On my desktop, it didn't happen a single time and i checked that a lot of times. Therefore i asume, that it caused by lower fps.
Will try though with a biger bounding box how it behaves...
Tunneling is an inherent problem of collision detection using discrete timesteps ; the framerate is actually irrelevant, as this can always happen as long as an object is moving "fast enough" (compared to its size).
I haven't used the physics module of C2 yet, so I don't know any good solution from top of my head, but see if you find anything that relates to continuous collision detection (CCD, raychecks, extrusion, etc.) ; otherwise you might have to do some linecheck or swept surfaces manually.
Alternatively, maybe use an additional bigger hitbox that's big enough given your level design to prevent tunneling ; knowing that your large box detects a collision but your smaller one doesn't, a collision *might* have happened, and you'll need more computations to know what actually happened