I did a breaker test in SceneKit and tried to speed up the game. At some point, the ball will pass through my borders in sequence. Not quite sure why, I slowed down to 1 FPS and took this screenshot:

When looking at Apple docs:
A small body can move so fast that it completely passes through another physical body that does not have an animation frame, where the two touch each other.
However, it is clear that the ball touches the border, but still passes. The delegate will also register a collision. This is with speed x and speed z 50-100 each. Does this scenario not lead to a rebound of the ball, since the frame with the ball touches the obstacle? And with that, how can I test ultrafast collisions per se in SceneKit? I heard that in SpriteKit you can use usesPreciseCollisionDetection , but it doesn't seem to be like that in SceneKit.
To give an accurate picture of how the borders look, they are two cylinders with no gap between them.
Edit: It seems that changing the shape of the physics at the border, either convex or concave, rather than restricting the field, helps, but DOES NOT completely prevent the registration of the contact, but the collision does not occur. The same thing, if I create a new obstacle - it will go through rather high speeds, still registering the delegate-participant. Any theories about why?
Edit 2: From a comment on this question, here is a screenshot where didBegin is called by setting a breakpoint. You can see that the ball just leaves the barrier. It starts to pass when the x-speed or z-speed is set to about 29-40 (dropbox.com/s/rbxh4rg0qhpgxmy/Breaker.zip?dl=0 link to download the project) and is completely unreliable as to whether it passes or not after that. Always, though, didBegin is called, but not always didEnd 
swift collision-detection scenekit
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