It’s not a bug box.getBoundingInfo().boundingBox is local (not global world coords)
You may want to use result = ray.intersectsMesh(box); and result.hit;
Edit : you could also work on a global bounding box but keep in mind it may be problematic with ray picking, since a bounding box can be bigger than the mesh itself (for example if you rotate your cube)
I thought about that but why, in the given playgrounds, when we say “show bounding box” the bounding appears in the world space ? Babylon already has this box and manages to display it in the world space, I would like to reuse it instead of doing custom stuff.