1 item (1 fix)
A multi-hull vmdl authored with per-shape collision_tags does not get those tags at runtime -- a scene ModelCollider overwrites every shape with the GameObject's own tags, so Scene.Trace.WithoutTags can't filter one hull from another. Split the hulls across separate collider GameObjects instead.
Want to know when new guides or fixes drop? Join the community to help build this out. Report gotchas, flag outdated fixes, or just lurk.