# Friction Joint 2D component reference

> Explore the properties of the Friction Joint 2D.

The **Friction Joint 2D** connects GameObjects controlled by Rigidbody 2D physics. The Friction Joint 2D reduces both the linear and angular velocities between the objects to zero (ie, it slows them down).

## Properties

| **Property**                        | **Function**                                                                                                                                                                                                                                                                      |
| ----------------------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Enable Collision**                | Enable this property to enable collisions between the two connected GameObjects.                                                                                                                                                                                                  |
| **Connected Rigid Body**            | Specify the other object this joint connects to. Leave this as **None** to have the other end of the joint fixed at a point in space defined by the **Connected Anchor** property. Select the circle icon to the right to view a list of GameObjects to connect to.               |
| **Auto Configure Connected Anchor** | Enable this property to automatically set the anchor location for the other object this joint connects to. You do not need to enter coordinates for the **Connected Anchor** property if you enable this property.                                                                |
| **Anchor**                          | Define where (in terms of x, y-coordinates on the **Rigidbody 2D**) the end point of the joint connects to this GameObject.                                                                                                                                                       |
| **Connected Anchor**                | Define where (in terms of x, y-coordinates on the **Rigidbody 2D**) the end point of the joint connects to the other GameObject.                                                                                                                                                  |
| **Max Force**                       | Set the linear (or straight line) movement between joined GameObjects. A high value resists the linear movement between GameObjects.                                                                                                                                              |
| **Max Torque**                      | Set the angular (or rotation) movement between joined GameObjects. A high value resists the rotation movement between GameObjects.                                                                                                                                                |
| **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.  |
| **Break Torque**                    | Set the torque 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. |
