Hi there ,
we’ve been running into strange issues, at least it seems odd.
We are looking for the issue that causes the evaluateActiveMeshes function to be called this often (2-7 times a frame), due to that the chain is executed too (e.g.
isSynchronizedWithParent). We are using BabylonJS 4.0.3, but this also appears in 4.1.
FYI: Take a look at this deep (?) scene graph
second image in comments
All the information from above is without interaction, it is just the running (untouched) scene.