Babylon 5.5.5 has a new issue where onAfterWorldMatrixUpdateObservable combined with computeWorldMatrix() causes Maximum callstack;
I found this previous post by @Evgeni_Popov which mentions that the maximum callstack is not supposed to happen.
The playground he uses is this one below (unchanged), and you’ll find that it does have infinite recursion with B5:
In my current application, when the player teleports we move a worldOffset transformNode with him/her so we can avoid z-fighting. To avoid sounds to follow the player we update the sound’s position to account for the worldOffset.
this means we end up with a code pattern very similar to that playground.
We’ll have a look at what’s causing it on our side, but a broad description of what the fix actually solves would help us look for where we got it wrong!