internal void Update(GodotRigidBody rigidbody)
        {
            Velocity.FromGodotVector3(_sceneRoot.ToLocal(rigidbody.LinearVelocity));
            AngularVelocity.FromGodotVector3(_sceneRoot.ToLocal(rigidbody.AngularVelocity));

            // No need to read Position or Rotation. They're write-only from the patch to the component.
            Mass                   = rigidbody.Mass;
            DetectCollisions       = !rigidbody.GetChild <CollisionShape>()?.Disabled ?? false;
            CollisionDetectionMode = rigidbody.ContinuousCd switch
            {
                true => MRECollisionDetectionMode.Continuous,
                false => MRECollisionDetectionMode.Discrete
            };
            UseGravity      = !Mathf.IsZeroApprox(rigidbody.GravityScale);
            ConstraintFlags = rigidbody.GetMRERigidBodyConstraints();
        }