Strange setPivotPoint issue

This seems like a bug with setPivotPoint. I suspect it might be some optimization at play.

Delaying the call causes unexpected result.
I would expect the red and yellow cylinders to be in the same position.

See playground:

Ok, I think I figured it out.

You need to manually force-update the world matrix with mesh.computeWorldMatrix(true).


Yup, that’s because you are setting new. I suppose you can now mark your topic as solved (by yourself :smiley:). It will increase your reputation :joy: I love it when people solve their own topic :grin: Have a great day :sunglasses: