mesh.isReady remains false when assigning DynamicTexture that is not updated


This is not a bug as @bghgary confirmed. However, I spent quite some time figuring this out. So may be helpful to others.

Please see here: Comment line 41 to make it fail.

In your scene setup, when you assign a DynamicTexture to a mesh before the scene is ready, you have to call .update() on the DynamicTexture. Otherwise mesh.isReady keeps returning false and therefore scene.executeWhenReady never resolves.

Best wishes

Looking at the code, this looks like it’s by design. @sebavan/@Evgeni_Popov can confirm.

See edit in first post.