EDIT: Disabling gravity seems to eliminate the problem, but only when the character is off the floor.
I have a project set up with a character controller that clips through the corners of the level’s geometry.
You can waltz right on through most (interior) corners just by walking into them while turning. If you don’t manage to walk through, the character will still jitter around.
I find this corner here the most blasphemous, so use that for testing.
The level geometry is a static rigid body with a triangle mesh collider, and the character has the angular factor disabled and a cylinder collision shape. My character is driven by setting its velocity manually for better control. I do not have much experience with physics engines yet, so I would appreciate some pointers (heh) on how to handle this.
I have already tried using swept collision for the character as well as messing with the collision margins for both the character and the level.
You can take a look at my project files here:
https://drive.google.com/file/d/0BzyMN5S2kRTHLVRLSmRTSU81Yzg/view?usp=sharing
You might have to re-set the include directories if you want to compile it yourself.