Let me say something about your previous post first:
I've tried the kinematic joint for interaction model too, but can't recommend it for that purpose.
It has some unnatural behaviour: Try to constrain a body to a very distant position (x, y, z - all must differ).
The body will not reach its target in a straight path. It'll move in a strange curvy path.
Maybe that's because the kinematic joint solves all world axis offsets independent of each other.
And maybe this bevaviour induces jitter to objects in contact.
A much better method to do the interaction model ist to simply calculate forces and torques yourself, see
http://newtondynamics.com/forum/viewtopic.php?f=9&t=7193To combine that with the character controller:
target position = character position + some offset vector where the Hand is.
target orientation = character orientation + some offset rotation how the object should be oriented.
When you get that working, you'll recognize that interacting with objects now feels totally stable and fine.
Now you could also use target pos & orn to push a body against the door to see if the door still jitters.
I guess not. I don't have a player controller, target pos & orn are linked to free floating camera.
I use it that way to put stress on much more complex objects, like powered ragdolls with a lot of custom hinge joints.
And that way it's pretty impossible to make anything jitter.
If that's the same for you, you could ignore the problems with the player controller, and check again when the new one is finished.
Or you could make / modify the controller yourself. I guess it's impossible tom make a out of the box player, that satisfies everyones needs.