ArcRotateCamera's Radius affects the Rotation/Position of attachToBone Meshes

The previous observation was interesting, but this one is mind blowing!
https://playground.babylonjs.com/#N3RH3R#23

The player model is composed of 2 meshes (cyan parts and black ball joints). If I only parent the cyan part to the green rectangular prism, the gun has a consistent rotation regardless of the ArcRotateCamera's viewing angle and radius. This is good news!

This means a possible workaround is to make sure my imported meshes only has a single mesh. Regardless, this still seems like a bug, since parenting multiple meshes causes unexpected rotation behavior.

Edit: Nevermind, this possible workaround did not work :frowning: Intuition is telling me that as long as the ArcRotateCamera can see one of the multiple player model meshes, scene.render() will properly update all gun meshes.