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Hinge joint definition reference for the Physics Core 2D API

Explore the properties you can use to configure a hinge joint in the Editor.
Read time 3 minutesLast updated 11 days ago

Note
This documentation is about writing C# scripts using the
Unity.U2D.Physics
API. To use 2D physics in the Unity Editor using components like the Rigidbody 2D component, refer to 2D physics instead.
Explore the properties you can use to configure a Physics Core 2D API hinge joint in the Unity Editor.
A hinge joint places two bodies at the same location, and allows the second body to rotate while connected to the first.

Property

Sub-property

Description

Local Anchor AN/ASets where one end of the joint connects to the first body.
N/APositionSets the position where the end of the joint connects, relative to the position of the first body.
N/ARotationSets the rotation of the anchor in degrees.
Local Anchor BN/ASets where the other end of the joint connects to the second body.
N/APositionSets the position where the end of the joint connects, relative to the position of the second body.
N/ARotationSets the rotation of the anchor in degrees.
Enable SpringN/AEnables Spring Target Angle, Spring Frequency and Spring Damping. The joint acts as a spring, so it stretches and compresses to try to make the angles of the two bodies the same. The strength of the pull is proportional to the current angle between the bodies.
Spring Target AngleN/ASets the target angle in degrees.
Spring FrequencyN/ASets the stiffness of the spring in Hertz (cycles per second). A higher value makes the spring less stiff. The default is 0.
Spring DampingN/ASets how quickly the spring stops pulling or pushing. A higher value makes the spring settle more quickly. The default is 0.
Enable MotorN/AEnables Motor Speed and Max Motor Torque, which make the joint act as a motor to rotate the second body.
Motor SpeedN/ASets the target rotation, in degrees per second.
Max Motor TorqueN/ASets the maximum force that the motor applies to reach the target rotation, in newtons.
Enable LimitN/AEnables Lower Angle Limit and Upper Angle Limit, which limit the angles of the two connected bodies.
Lower Angle LimitN/ASets the minimum angle in degrees. The default is 0, which means no limit.
Upper Angle LimitN/ASets the maximum angle in degrees. The default is 0, which means no limit.
Force ThresholdN/ASets the amount of linear force that creates an
OnJointThreshold2D
event.
Torque ThresholdN/ASets the amount of rotational force that creates an
OnJointThreshold2D
event.
Tuning FrequencyN/ASets the overall stiffness of the joint in Hertz (cycles per second). A higher value makes the joint less stiff.
Tuning DampingN/ASets how quickly overall the joint stops pulling or pushing. A higher value makes the joint settle more quickly.
Draw ScaleN/AScales the joint Unity draws as a debug visualization. For more information, refer to Draw a debug visualization of objects.
Collide ConnectedN/AEnables the shapes creating collision or trigger events when they come into contact with each other. For more information, refer to Collisions and interactions in the Physics Core 2D API.
World DrawingN/ADraws the joint when Unity draws the debug visualization of the world. For more information, refer to Draw a debug visualization of objects.

Additional resources