# OnJointBreak2D(Joint2D)

> Called when a Joint2D attached to the same game object breaks.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.3/script-reference/unityengine.md)

## OnJointBreak2D()

```csharp
public void OnJointBreak2D(Joint2D joint2D)
```

### Parameters

**** (\[Joint2D]\(/engine/6000.3/script-reference/unityengine/joint2d)):&#x20;

### Remarks

When the [Joint2D.reactionForce](/engine/6000.3/script-reference/unityengine/joint2d/reactionforce.md) is higher than the [Joint2D.breakForce](/engine/6000.3/script-reference/unityengine/joint2d/breakforce.md) or the [Joint2D.reactionTorque](/engine/6000.3/script-reference/unityengine/joint2d/reactiontorque.md) is higher than the [Joint2D.breakTorque](/engine/6000.3/script-reference/unityengine/joint2d/breaktorque.md) of the joint, the joint will break. When the joint breaks, [Joint2D.OnJointBreak2D(Joint2D)](/engine/6000.3/script-reference/unityengine/joint2d/onjointbreak2d.md) will be called and the specific [Joint2D](/engine/6000.3/script-reference/unityengine/joint2d.md) that broke will be passed in. After [Joint2D.OnJointBreak2D(Joint2D)](/engine/6000.3/script-reference/unityengine/joint2d/onjointbreak2d.md) is called, the joint action depends on the option selected in [Joint2D.breakAction](/engine/6000.3/script-reference/unityengine/joint2d/breakaction.md). Additional Resources: [Joint2D.breakForce](/engine/6000.3/script-reference/unityengine/joint2d/breakforce.md), [Joint2D.breakTorque](/engine/6000.3/script-reference/unityengine/joint2d/breaktorque.md), [Joint2D.reactionForce](/engine/6000.3/script-reference/unityengine/joint2d/reactionforce.md) and [Joint2D.reactionTorque](/engine/6000.3/script-reference/unityengine/joint2d/reactiontorque.md).

### Examples

```csharp

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour
{
    void OnJointBreak2D(Joint2D brokenJoint)
    {
        Debug.Log("A joint has just been broken!");
        Debug.Log("The broken joint exerted a reaction force of " + brokenJoint.reactionForce);
        Debug.Log("The broken joint exerted a reaction torque of " + brokenJoint.reactionTorque);
    }
}
```
