Hello.
I found a bug while running and editing the example code.
On the below code, I expected sphere’s position will be (1, 1, 0), but it becomes (1, 0, 0), which ignores code setting sphere’s y position to 1.
sphere.position.y = 1;
sphere.translate(new BABYLON.Vector3(1, 0, 0), 1, BABYLON.Space.WORLD)
It appears that modifying the position directly without using a setter before the first render skips the code to calculate the _worldMatrix, so translate will works like (0, 0, 0) + (1, 0, 0).
(seems like the code on line 1044 of transformNode.ts doing this)
This is easily solved by updating position with setter, but I think this should be fixed because there are a lot of example codes that use it this way.
reproducible playground: https://playground.babylonjs.com/#Y33FFK#1
Thanks!