# Hinge Joint 2D component reference

> Explore the properties of the Hinge Joint 2D.

This joint allows a GameObject controlled by Rigidbody 2D physics to be attached to a point in space around which it can rotate. The rotation can be left to happen passively (for example, in response to a collision) or can be actively powered by a motor torque provided by the Joint 2D itself. You can set limits to prevent the hinge from making a full rotation, or make more than a single rotation.

## Properties

| **Property**                        | **Function**                                                                                                                                                                                                                                                                      |
| ----------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Enable Collision**                | Enable this property to enable collisions between the two connected GameObjects.                                                                                                                                                                                                  |
| **Connected Rigidbody**             | Specify the other GameObject this joint connects to. If you leave this as **None**, the other end of the joint is fixed to a point in space defined by the **Connected Anchor** setting. Select the circle icon to the right to view a list of GameObjects to connect to.         |
| **Auto Configure Connected Anchor** | Enable this property to automatically set the anchor location for the other GameObject this Hinge Joint 2D connects to. You do not need to enter coordinates for the **Connected Anchor** property if you enable this property.                                                   |
| **Anchor**                          | Define where (in terms of x, y-coordinates on the **Rigidbody 2D**) the end point of the joint connects to this GameObject.                                                                                                                                                       |
| **Connected Anchor**                | Define where (in terms of x, y-coordinates on the **Rigidbody 2D**) the end point of the joint connects to the other GameObject.                                                                                                                                                  |
| **Use Motor**                       | Enable this to apply motor force to the joint.                                                                                                                                                                                                                                    |
| **Motor**                           | Select this to expand this property's settings.                                                                                                                                                                                                                                   |
|     **Motor Speed**                 | Set the target motor speed (in degrees per second).                                                                                                                                                                                                                               |
|     **Maximum Motor Force**         | Set the maximum torque (or rotation) the motor can apply when attempting to reach the target speed.                                                                                                                                                                               |
|     **Use Limits**                  | Enable this to limit the rotation angle.                                                                                                                                                                                                                                          |
| **Angle Limits**                    | Select this to expand the Angle limits settings. Set the limits used when **User Limits** is enabled.                                                                                                                                                                             |
|     **Lower Angle**                 | Set the lower end of the rotation arc allowed by the limit.                                                                                                                                                                                                                       |
|     **Upper Angle**                 | Set the upper end of the rotation arc allowed by the limit.                                                                                                                                                                                                                       |
| **Break Action**                    | Set the action taken when either the force or torque threshold is exceeded.                                                                                                                                                                                                       |
| **Break Force**                     | Set the force threshold which if exceeded, will cause the joint to perform the selected **Break Action**. The default value is set to **Infinity**, which can never be exceeded and therefore the **Break Action** can never be taken while the threshold remains at this value.  |
| **Break Torque**                    | Set the torque threshold which if exceeded, will cause the joint to perform the selected **Break Action**. The default value is set to **Infinity**, which can never be exceeded and therefore the **Break Action** can never be taken while the threshold remains at this value. |
