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Walls whose asset shape the server doesn't know are left out of the movement blockers (a stand in cube would be a guess), which left out every navmesh carver in Robot City (hedges, hedge corners, potted bushes, greebles, robot statues) and the Ninjago Monastery benches. Their sizes now come from the client's own collision shapes (res/physics): the bounds of all of a shape's parts, with the offset of the box from the object's position. The hedge corner is an L, so its box also covers the inside of the corner. The same bounds match two shapes the server already had (misc_phys_10x1x5: 10 x 5 x 1; Trigger_Rectangle_Box: 8 x 8 x 4). CreatePhysicsEntity's shape lookup becomes CreateAssetShape, which needs no component, for walls without an object. Still unknown: the Ninjago Monastery cave's primitive model carver (a 77.6 cube whose origin, centre or base, isn't known). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>