>>24750 (OP)
>Hitscan or fast projectiles?
There is almost no difference for you as a developer. You don't use physics actors as bullets, what you do is use traces, both for hitscan and fast projectiles. For a hitscan it's simple, you trace from the start to the end and see what it hits, for fast projectiles you trace the distance it travelled that frame.
For example if a bullet travels at 500m/s, you trace from startPos (the position the bullet started this frame) to dirVector*speed/deltaTime + startPos then store this value as the new startPos every frame (first startPos being the muzzle of the gun). Basically what >>24778 said.
You do not want to use a physics actor for the bullets because they offer absolutely no advantages. First and foremost because they won't handle that kind of speed and physics/collisions will completely fall apart, but also because of the performance hit of spawning 600 physics actors per minute and simulating them. On top of that you gain nothing because no physics engine in existence is currently capable of properly calculating terminal ballistics in real time, so it won't help you there, you'll have to make your own function for when the bullet hits.
>>25016
>arc
Just store the downward speed at that frame in a variable, make it increase by whatever your gravity is, then add it to the end position of the bullet for that frame. So if you normally would end up at x,y,z, make it x,y,z-speed/deltaTime.
>>25052
>but before I code authentic ballistic physics manually I might as well use Unity's pre-existing stuff and sacrifice a bit of performance.
You seem to be under the impression that rigid body physics will calculate any kind of ballistic physics for you, but it won't, at all. Only thing it can do is calculate the drop and the bounce, and even then it's only at extremely low speeds for a projectile.
However since you are talking about a very slow grenade, rigidbody physics will be fine. Just don't ever use it for actual bullets or anything faster than a few dozen metres per second.