# enableUnpinned

> Enable/Disable unpinned mode where only Body A is affected and body B and its local anchor point is ignored. Body B must still be assigned so it is typical to assign a static ground body, preferably shared/reused.

## Definition

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

```csharp
public bool enableUnpinned { readonly get; set; }
```
