# Pin properties in 2D Physics Core

> Pin frequently used properties to the top of a component's Inspector, so you can edit them without expanding sections or opening a Definition Asset.

Pin frequently used properties to the top of the Editor window of a 2D Physics Core component, so you can edit them without expanding sections.

> **Note:**
>
> This documentation is about using Pose, Area, and Constraint components. To use 2D physics in the Unity Editor using components like the Rigidbody 2D component, refer to [2D physics](/engine/6000.7/manual/unity2d/2d-physics.md.md) instead.

## Create a Custom Properties asset

Follow these steps:

1. In the **Project** window, right-click and select **Create** > **2D** > **Physics (Core)** > **Custom Properties**.
2. Select the asset Unity creates in the **Project** window.
3. In the **Inspector** window, set the **Name** property. Unity displays this as the heading for the pinned properties in the **Inspector** window.

## Add pinned properties

Follow these steps:

1. Select the custom properties asset in the **Project** window.

2. Select **Add Component Type**, then select the 2D Physics Core component you want to pin properties for.

   Select **Physics Area Group** to pin properties to every type of Physics Area component.

3. Select **Add Property** to add pinned properties.

Use the following to edit the list of pinned properties:

* To reorder a property, click and drag the handle on the left.
* To temporarily stop pinning a property without removing it from the list, disable its checkbox.
* To remove a property from the list, select **✕**.

> **Note:**
>
> If you pin a property using a group, the property doesn't also appear in the list for the individual component types in that group. Instead, Unity displays it as a read-only row, tagged with the group name, before that component type's own list.

## Activate the Custom Properties asset

Follow these steps:

1. From the main menu, select **Edit** > Editor.
2. Select **Physics Core 2D** > **Package**.
3. In the **Custom Properties** section, select **Add Custom**.
4. In the new row, drag your custom properties asset into the property, or select **Make Asset** to create and assign a new one.
5. Select the radio button on the left to make the asset active.

You can only make one custom properties asset active at a time.

Unity displays a panel marked with a pin icon (**📌**) at the top of the **Inspector** window for the component you selected. If the values come from a shared definition asset, Unity displays a **Shared** label next to the panel, and editing the property changes the value for every component that uses that definition asset.

## Additional resources

* [Share properties across multiple 2D Physics Core components](/engine/6000.7/manual/unity2d/2d-physics-api/properties/definitions.md)
* [Configure 2D Physics Core scenes](/engine/6000.7/manual/unity2d/2d-physics-api/properties.md)
* [PhysicsCore2D repository](https://github.com/Unity-Technologies/PhysicsExamples2D/tree/master) on GitHub
