Error with dynamic Cubemap

I threw together some quick code and it all seems to work very nicely, other than this repeating error I have that fills up my console log.

“Trying to bind current color buffer as a texture”

Link to Scene: https://playcanvas.com/editor/scene/551936

any way to get rid of this error? Or any work around for getting dynamic cubemaps working properly would be greatly appreciated!

Code:

var DynamicCubeMap = pc.createScript("dynamicCubeMap");

DynamicCubeMap.prototype.initialize = function() {
    // Create a 512x512x24-bit render target with a depth buffer
    var colorBuffer = new pc.Texture(this.app.graphicsDevice, {
        width: 512,
        height: 512,
        format: pc.PIXELFORMAT_R8_G8_B8,
        cubemap: true,
        fixCubemapSeams: true,
        autoMipmap: true
    });

    colorBuffer.minFilter = pc.FILTER_LINEAR;
    colorBuffer.magFilter = pc.FILTER_LINEAR;
    colorBuffer.addressU  = pc.ADDRESS_CLAMP_TO_EDGE;
    colorBuffer.addressV  = pc.ADDRESS_CLAMP_TO_EDGE;

    var angles = [
        [ 0, 90, 180 ],
        [ 0, -90, 180 ],
        [ 90, 0, 0 ],
        [ -90, 0, 0 ],
        [ 0, 180, 180 ],
        [ 0, 0, 180 ]
    ];
    for (var i = 0; i < 6; i++) {
        var renderTarget = new pc.RenderTarget(this.app.graphicsDevice, colorBuffer, {
            depth: true,
            face: i
        });
        
        var e = new pc.Entity();
        e.addComponent('camera', {
            clearColor: new pc.Color(1, 1, 1),
            //aspectRatio: 1,
            fov: 90
        });
        e.camera.aspectRatio = 1;
        e.camera.renderTarget = renderTarget;
        this.entity.addChild(e);
        e.setLocalEulerAngles(angles[i][0], angles[i][1], angles[i][2]);
    }
    
    var sphere = this.app.root.findByName('Sphere');
    sphere.model.meshInstances[0].mask = 0;
    var m = sphere.model.material;
    m.cubeMap = colorBuffer;
    m.reflectivity = 1;
    m.update();
};

Did you figure out the issue? Looking for something like this