# Wheel Joint 2D

> Explore the properties of the Wheel Joint 2D.

Use the **Wheel Joint 2D** to simulate a rolling wheel, on which an object can move. You can apply motor power to the joint. The wheel uses a suspension spring to maintain its distance from the main body of the vehicle.

## Properties

| **Property**                        | **Function**                                                                                                                                                                                                                                                                                                                      |
| ----------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Enable Collision**                | Enable this property to enable collisions between the two connected GameObjects.                                                                                                                                                                                                                                                  |
| **Connected Rigid Body**            | 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.                                                                                                                                                                                                  |
| **Suspension**                      | Select this to expand this property's settings.                                                                                                                                                                                                                                                                                   |
|     **Damping Ratio**               | Set the degree to suppress spring oscillation. In the range 0 to 1, the higher the value, the less movement.                                                                                                                                                                                                                      |
|     **Frequency**                   | Set the frequency at which the spring oscillates while the GameObjects are approaching the separation distance you want (measured in cycles per second). In the range 0 to 1,000,000 - the higher the value, the stiffer the spring. **Note:** Setting **Frequency** to zero will create the stiffest spring type joint possible. |
|     **Angle**                       | Set the world movement angle for the suspension.                                                                                                                                                                                                                                                                                  |
| **Use Motor**                       | Enable this to apply motor force to the joint.                                                                                                                                                                                                                                                                                    |
| **Motor**                           | Select this to expand this property's settings.                                                                                                                                                                                                                                                                                   |
|     **Motor Speed**                 | Target speed (degrees per second) for the motor to reach.                                                                                                                                                                                                                                                                         |
|     **Maximum Motor Force**         | Set the maximum torque (or rotation) the motor can apply when attempting to reach the target speed.                                                                                                                                                                                                                               |
| **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.                                                 |
