# Pickup prompt — R5-V5: MovementManager facade (paste into a fresh session) > **DONE 2026-07-05.** Implemented as specified; suite 4052 green with the > protected suites unmodified. Arc close-out lives in > `2026-07-03-r5-managers/r5-wiring-handoff.md` (top banner). Read `docs/research/2026-07-03-r5-managers/r5-wiring-handoff.md` first (the §V4 status note + the facade paragraph are the SSOT), then `docs/research/2026-07-03-r5-managers/r5-movementmanager-decomp.md` (the retail struct + method inventory is already decompiled — do NOT re-decompile). Then implement R5-V5. **Context:** the R5 arc is one slice from done. Shipped + user-gated 2026-07-04: V3 sticky melee (#171, three slices `5bd2b8bc`/`7a823176`/ `69966950` — TS-39 retired, TS-43/TS-44/AP-82 added) and the V4 behavioral items (`f423884b` — head style-on-change for all movement types, #164 action-replay Autonomous bit, mt-0 wire flags 0x1 stick_to_object / 0x2 StandingLongJump). Worktree `vigorous-joliot-f0c3ad`, branch `claude/vigorous-joliot-f0c3ad`. **The slice (STRUCTURAL — zero behavior change):** retail gives every entity ONE `MovementManager` (acclient.h; decomp 0x00524xxx) that owns the `motion_interpreter` + `moveto_manager` the R4/R5 work ported. acdream carries them as loose per-entity objects (`RemoteMotion.Motion`/`.MoveTo`, `PlayerMovementController.Motion`/`.MoveTo`) wired by hand at three sites (`EnsureRemoteMotionBindings`, `EnterPlayerModeNow`, the harness). Build the owner class in `src/AcDream.Core/Physics/Motion/MovementManager.cs`: 1. Owns MotionInterpreter + MoveToManager (lazy `MakeMoveToManager` per retail 0x005245b3) + the relay methods whose call shapes are already in the decomp doc: `UseTime` (minterp → moveto order), `HitGround` (minterp FIRST then moveto — 0x00524300, already wired inline at 3 sites), `HandleExitWorld`, `CancelMoveTo`, `HandleUpdateTarget` (→ moveto). 2. Repoint the three wiring sites to construct/hold ONE MovementManager per entity; the existing seam bindings (sinks, StickTo/Unstick, UnstickFromObject, PositionManager handoff) move onto/through it unchanged. GameWindow keeps the wire unpack (Core.Net types stay out of Core.Physics). 3. Do NOT reshuffle the per-tick order (TS-42's documented inversion is R6 scope, not this slice), do NOT touch the #170/#171 gate-passed machinery, do NOT absorb RouteServerMoveTo/the routing heads into Core. **Acceptance:** `dotnet build` + full `dotnet test` green with the 183-case/funnel/moveto/chase/sticky suites UNMODIFIED (a structural slice that needs a test edit is a red flag — stop and reassess). Register: no new rows expected; update row source columns that name the old wiring shape. No visual gate needed (zero behavior change) — but launch once and confirm a creature still chases + a door still opens before calling it done. **After this slice:** the R5 arc is DONE — update the roadmap/milestones line, write the arc close-out in the wiring handoff, then return to M1.5's critical path (#137 dungeon collision, #138 teleport-OUT, A7 lighting). **Gotchas:** revert-prone area — structural moves only, no "while I'm here" improvements; the three wiring sites are load-bearing and comment-dense (keep the retail-anchor comments with the code they describe); the harness (`RemoteChaseEndToEndHarnessTests`) mirrors GameWindow's wiring field-for-field — update its construction to the facade in the SAME commit or the mirror lies; PowerShell Tee logs are UTF-16 (`tr -d '\000'` before grep); the user manages client lifecycle (graceful close; if a rebuild is locked by a running client, ask).