computeWorldMatrix(true) - giving wrong positions when updating outside of render loop

Is anybody aware of issues with computeWorldMatrix(true)? I set a plane’s absolutePosition in a loop (and it can’t run in the render loop, since there are a lot operations taking place) and it seems that computeWorldMatrix (true) doesn’t really reflect the changes to the position. This is evident when projecting. Is there anything other than computeWorldMatri I need to use for outside of render loop?

I saw several links online throughout the years mentioning issues with this.

Before projecting

label._CoT.computeWorldMatrix(true);
        label.labelPlane.computeWorldMatrix(true);
        mesh.computeWorldMatrix(true);
        camera.computeWorldMatrix(true);

I make these call to make sure the world matrix is recomputed.

let screenProjectedCorners = cornersWorld.map(cornerWorld => {
            return BABYLON.Vector3.Project(
                cornerWorld,
                BABYLON.Matrix.IdentityReadOnly,
                scene.getTransformMatrix(),
                camera.viewport.toGlobal(
                    engine.getRenderWidth(),
                    engine.getRenderHeight(),
                )
            );
        });

Would you produce a simple playground, reflecting your code, that sets a plane’s absolutePosition in a loop with a computeWorldMatrix(true) outside the render loop and (using the console perhaps) show that the matrix is giving the wrong positions? It would help greatly in finding the issue.

False alarm. Very sloppy on my end John. I will make sure that I don’t send posts without a playground again.

It was on a private project and reproducing it was somewhat difficult.

It was a different bug causing it - my sincerest apologies