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If you use the actual physics engine to collide and such, then that will be the most stable you can get and will not be affected by the 30fps logic framerate.
There will still be times when it's moving crazy fast and it doesn't pick up that it should have collided--emphasis on *crazy fast*!!
To fix this normally you could have a thicker wall. This may not work for things like a flipper which is thin though. So maybe detect if the ball is on one side of the flipper and power a collider on the other side of the flipper to make it thicker--stuff like that?