Ok, at first I thought you were using debug rendering for this, hence my answer.
What’s the right approach to visualising dynamic bodies in Defold?
The update order is (shortened list): …, scripts, …, physics, …, sprite, …, render
Inbetween, we flush any messages in the queues. E.g. after the physics update, we flush physics messages (collision etc), whic will ofc end up in the scripts.
We also update dirty transforms, such as gameobject transforms after a dynamic body has updated.
After all that, we render the objects with the gameobject transforms.
Constraints are a bit tricky since they belong to the “world”, and not to any object per se.
And since it’s a very recent addition, we haven’t really considered having a graphical object following it around (thery’re usually more like the invisible glue between objects).
It’s a bit of a hack, but I would try to set the position of the “stick” object inside the message handler, since that’s after the physics update (which moves the game objects).
However, that also requires that you do get a message every frame. I don’t have a good idea for that yet though.