# GetAccumulatedTorque(float)

> Returns the torque that the ArticulationBody has accumulated before the simulation step.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.0/script-reference/unityengine.md)
* **Assembly:** UnityEngine.PhysicsModule

```csharp
public Vector3 GetAccumulatedTorque(float step)
```

### Parameters

**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The timestep of the next physics simulation.

### Returns

| Type                                                              | Description                                                                                                        |
| ----------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------ |
| [Vector3](/engine/6000.0/script-reference/unityengine/vector3.md) | Accumulated torque expressed in [ForceMode.Force](/engine/6000.0/script-reference/unityengine/forcemode/force.md). |

### Remarks

The accumulated torque is reset during each physics simulation step.

```csharp
using UnityEngine;

public class AddTorqueScript : MonoBehaviour
{
    private ArticulationBody articulationBody;

    void Start()
    {
        articulationBody = GetComponent<ArticulationBody>();
        articulationBody.useGravity = false;
    }

    private void FixedUpdate()
    {
        articulationBody.AddTorque(Vector3.right * 10f, ForceMode.Impulse);
        var accumulatedTorque = articulationBody.GetAccumulatedTorque();
        articulationBody.AddTorque(accumulatedTorque * -1f, ForceMode.Force);
    }
}
```

In this example, the angular velocity of the ArticulationBody is 0.
