# ApplyLinearImpulse(Vector2, Vector2, bool)

> Apply an impulse at a point. This immediately modifies the velocity and also modifies the angular velocity if the point of application is not at the center of mass. This should be used for one-shot impulses. If you need a steady force, use a force instead, which will work better with the sub-stepping solver.

## Definition

* **Type:** Method
* **Namespace:** [Unity.U2D.Physics](/engine/6000.6/script-reference/unity/u2d/physics.md)
* **Assembly:** UnityEngine.PhysicsCore2DModule

```csharp
public void ApplyLinearImpulse(Vector2 impulse, Vector2 point, bool wake = true)
```

### Parameters

**** (\[Vector2]\(/engine/6000.6/script-reference/unityengine/vector2)): The world impulse vector, usually in N"s or kg"m/s.**** (\[Vector2]\(/engine/6000.6/script-reference/unityengine/vector2)): The world position of the point of application.**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): Should the body be woken up.
