# ApplyAngularImpulse(float, bool)

> Apply an angular impulse. This should be used for one-shot impulses. If you need a steady torque, use a torque instead, which will work better with the sub-stepping solver.

## Definition

* **Type:** Method
* **Namespace:** [Unity.U2D.Physics](/engine/6000.5/script-reference/unity/u2d/physics.md)
* **Assembly:** UnityEngine.PhysicsCore2DModule

```csharp
public void ApplyAngularImpulse(float impulse, bool wake = true)
```

### Parameters

**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The angular impulse, usually in units of kg"m"m/s.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Should the body be woken up.
