So, I was using CSG subtract for some operations which is working fine. I switched over to CSG2 and it totally broke my process for what I am doing. It isn’t totally broke, but the way I am using it the async is jacking it up. The meshes I am using are blinking when even I change the scaling of the mesh that was created with it.
Maybe a reproduction of the issue in the PG could help devs to fix it
Basically, I am checking if the scale of a mesh has changed, then destroy it and rebuild it reactively. And there is a ms delay in the rebuild. Making it blink.