Bind PhysicsServer*D::body_set_state_sync_callback
#94653
Merged
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Currently if you want to implement your own
RigidBody*D
-like physics nodes from the script side of things, whether that's GDScript, C#, C++, Rust or any other scripting language, you're forced to hack the state synchronization (i.e. pulling the latest state from the physics server) by using the callback passed tobody_set_force_integration_callback
, which can sort of serve the same purpose as the callback passed tobody_set_state_sync_callback
.This is a hack though, and
body_set_state_sync_callback
should rightfully be exposed/bound, so this PR does exactly that.