# Target Joint 2D

> Explore the properties of the Target Joint 2D.

This joint connects to a specified target, rather than another Rigidbody object as other joints do. This behaves in a similar way to a spring type joint.

## Properties

| **Property**              | **Function**                                                                                                                                                                                                                                                                                                                      |
| ------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Anchor**                | Define where (in terms of x, y-coordinates on the **Rigidbody 2D**) the end point of the joint connects to this GameObject.                                                                                                                                                                                                       |
| **Target**                | Define where (in terms of x, y-coordinates in world space) the other end of the joint attempts to move.                                                                                                                                                                                                                           |
| **Auto Configure Target** | Enable this property to automatically set the other end of the joint to the current position of the GameObject. **Note:** When this option is enabled, the target changes as you move the GameObject but the target will not change if the option is not enabled.                                                                 |
| **Max Force**             | Set the force that the joint can apply when attempting to move the object to the target position. The higher the value, the higher the maximum force.                                                                                                                                                                             |
| **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. |
| **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.                                                  |
