Quick answer: Merge the floor into one collider or use a smooth combined mesh, increase the controller's skin width, and avoid tiny gaps between tile colliders.
Walking across a tiled floor your character hitches at regular intervals, exactly at tile boundaries. The capsule is snagging on the seam between separate box colliders. Combining the colliders or tuning skin width smooths the surface.
How to fix it
1. Combine the floor colliders
Replace per-tile box colliders with a single mesh collider or a few large box colliders spanning the floor, so there are no internal edges for the capsule to catch on.
2. Increase the skin width
Raise the CharacterController's skinWidth (and keep tile colliders flush) so the controller slides over minor coplanar seams instead of registering them as obstacles.
3. Eliminate sub-unit gaps
Snap tile positions to an exact grid so adjacent colliders are perfectly coplanar with no sliver gap, which is the most common cause of edge snagging.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.