mesh.getHierarchyBoundingVectors sometimes returns Infinity?

So when I call getHierarchyBoundingVectors on a mesh in the same frame that it loaded I end up getting infinities for the vectors. Is there a way to force the vectors to be calculated before requesting them?

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call mesh.computeWorldMatrix ?

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I tried that for sure, but did not do it. Also noticed that it does it in that method itself. So it must be something else. Its probably a timing issue on our end.

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Happy to help if you can repro in the PG