# angularDamping

> The angular damping of the Rigidbody2D angular velocity.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

```csharp
public float angularDamping { get; set; }
```

### Remarks

Damping can be used to reduce the [Rigidbody2D.angularVelocity](/engine/6000.5/script-reference/unityengine/rigidbody2d/angularvelocity.md) (angular speed) of a [Rigidbody2D](/engine/6000.5/script-reference/unityengine/rigidbody2d.md) over time.

Zero indicates that no damping should be used whereas higher values increase the damping, effectively slowing down the rotational movement faster. Unlike contact friction, angular damping is always applied.

**Note:** The following formula is how the angular damping is applied `angularVelocity *= 1.0f / ( 1.0f + simulation-time-step * angularDamping )`

Additional Resources: [Rigidbody2D.linearDamping](/engine/6000.5/script-reference/unityengine/rigidbody2d/lineardamping.md).

### Examples

```csharp
using UnityEngine;

public class ExampleClass : MonoBehaviour
{
    private Rigidbody2D rb;

    void Start()
    {
        rb = GetComponent<Rigidbody2D>();

        // Start the object spining fast.
        rb.angularVelocity = 45f;

        // Turn-off the angular damping.
        rb.angularDamping = 0f;
    }


    void Update()
    {
        // Set a large angular damping to slow down the spin fast.
        if (Input.GetKeyDown("space"))
            rb.angularDamping = 0.8f;
    }
}
```
