Tool doesn't work properly

I have a tool that shoots a projectile of a part, which is supposed to collide with objects like you’re throwing an unanchored part.

Problem is, it just goes through/phases through everything, and I cannot find out the issue.

Every object that it goes through has CanCollide and CanTouch true, and so does the part itself that’s being thrown, but it still ignores that.

The only idea I have left is the script it’s using, so if anyone finds what is causing this, let me know.

local Tool = script.Parent
local Remote = Tool:WaitForChild("Remote")
local Handle = Tool:WaitForChild("Handle")

local FriendlyFire = false

local AttackPower = 1
local AttackDamage = 22.5
local AtackRechargeTime = 0.1
local AttackRecharge = 50/AtackRechargeTime
local AttackSpeed = 200

local Equipped = false
local Heartbeat = game:GetService("RunService").Heartbeat

local Knives = {}

--returns the wielding player of this tool
function getPlayer()
	local char = Tool.Parent
	return game:GetService("Players"):GetPlayerFromCharacter(char)
end

--helpfully checks a table for a specific value
function contains(t, v)
	for _, val in pairs(t) do
		if val == v then
			return true
		end
	end
	return false
end

--tags a human for the ROBLOX KO system
function tagHuman(human)
	local tag = Instance.new("ObjectValue")
	tag.Value = getPlayer()
	tag.Name = "creator"
	tag.Parent = human
	game:GetService("Debris"):AddItem(tag)
end

--used by checkTeams
function sameTeam(otherHuman)
	local player = getPlayer()
	local otherPlayer = game:GetService("Players"):GetPlayerFromCharacter(otherHuman.Parent)
	if player and otherPlayer then
		if otherPlayer.Neutral then
			return false
		end
		return player.TeamColor == otherPlayer.TeamColor
	end
	return false
end

--use this to determine if you want this human to be harmed or not, returns boolean
function checkTeams(otherHuman)
	return not (sameTeam(otherHuman) and not FriendlyFire)
end

function getKnife()
	local knife = Handle:clone()
	knife.Transparency = 0
	knife.Hit.Pitch = math.random(90, 110)/100
	
	local lift = Instance.new("BodyForce")
	lift.force = Vector3.new(0, 196.2, 0) * knife:GetMass() * 0.4
	lift.Parent = knife
	
	local proj = Tool.Projectile:Clone()
	proj.Disabled = false
	proj.Parent = knife
	
	return knife
end

function equippedLoop()
	while Equipped do
		local dt = Heartbeat:wait()
		
		if AttackPower < 1 then
			AttackPower = AttackPower + dt * AttackRecharge
			if AttackPower > 1 then
				AttackPower = 1
			end
		end
		
		Handle.Transparency = 1 - AttackPower
	end
end

function onLeftDown(mousePos)
	local knife = getKnife()
	knife.CFrame = CFrame.new(Handle.Position, mousePos)
	knife.Velocity = knife.CFrame.lookVector * AttackSpeed * AttackPower
	local damage = AttackDamage * AttackPower
	local touched
	touched = knife.Touched:connect(function(part)
		if part:IsDescendantOf(Tool.Parent) then return end
		if contains(Knives, part) then return end
		
		if part.Parent and part.Parent:FindFirstChild("Humanoid") then
			local human = part.Parent.Humanoid
			if checkTeams(human) then
				tagHuman(human)
				human:TakeDamage(damage)
				knife.Hit:Play()
			end
		end
		
		touched:disconnect()
	end)
	table.insert(Knives, knife)
	knife.Parent = workspace
	
	game:GetService("Debris"):AddItem(knife, 6)
	delay(2, function()
		knife.Transparency = 1
	end)
	
	Remote:FireClient(getPlayer(), "PlayAnimation", "Throw")	
	
	Handle.Throw.Pitch = 0.8 + 0.4 * AttackPower
	Handle.Throw:Play()
	
	AttackPower = 0
end

function onRemote(player, func, ...)
	if player ~= getPlayer() then return end
	
	if func == "LeftDown" then
		onLeftDown(...)
	end
end

function onEquip()
	Equipped = true
	equippedLoop()
end

function onUnequip()
	Equipped = false
end

Remote.OnServerEvent:connect(onRemote)
Tool.Equipped:connect(onEquip)
Tool.Unequipped:connect(onUnequip)

You can’t throw parts too fast, because the Roblox engine can’t process parts at that velocity, and thus they will go through everything until they slow down enough. I would recommend using FastCast or RayCast instead