I just did some tests of my own and it looks like I was wrong about basically everything I said in my post.
The reason I thought this would be the case is because a while back I was messing around with combining meshes in Unity. Something I discovered is that if you have a set of meshes like this (made up of individual quads in this case): https://i.gyazo.com/0b9b7486a3dad0a6293dc5fcf3ea21b2.png and you combine them using Unity’s builtin Mesh.CombineMeshes() function, colliders will bounce and hop when rolling or sliding over the combined mesh.
So what I had to do was write my own mesh combiner that kind of “repaired” the mesh as it was combining, merging triangles with shared vertices and whatnot. I just assumed that imported meshes would behave the same way, but it seems like I was wrong.
HI there, when I updated my project to 5.3.5f1 I noticed that with some of my map buildings that have mesh colliders; with mild jagged edges that when my capsule collider makes contact with the edges it becomes jittered and then suddenly teleports in 5.1.1f1 this does not happen so I have been stuck using that version of unity and will likely build the final game in that version. I hope someone in unity can shed some light. thanks.
I belive you do not use for every physic calculations the FixedUpdate method. And yes, the Physic engine from NVidia was not the best choice. I also got problems driving over small gaps with wheel collider. My vehicles jumped and turned to the back.