internal void Update(Rigidbody rigidbody)
 {
     // No need to read Position or Rotation. They're write-only from the patch to the component.
     Velocity.FromUnityVector3(_sceneRoot.InverseTransformDirection(rigidbody.velocity));
     AngularVelocity.FromUnityVector3(_sceneRoot.InverseTransformDirection(rigidbody.angularVelocity));
     Mass                   = rigidbody.mass;
     DetectCollisions       = rigidbody.detectCollisions;
     CollisionDetectionMode = (MRECollisionDetectionMode)Enum.Parse(typeof(MRECollisionDetectionMode), rigidbody.collisionDetectionMode.ToString());
     UseGravity             = rigidbody.useGravity;
     IsKinematic            = rigidbody.isKinematic;
     ConstraintFlags        = (MRERigidBodyConstraints)Enum.Parse(typeof(MRERigidBodyConstraints), rigidbody.constraints.ToString());
 }