# PhysicsHingeJoint

> Create a joint from a physics handle. NOTE: You must ensure that the physics handle represents the correct object type otherwise hard to detect bugs can occur.

## Definition

* **Type:** Constructor
* **Namespace:** [Unity.U2D.Physics](/engine/6000.7/script-reference/unity/u2d/physics.md)
* **Assembly:** UnityEngine.PhysicsCore2DModule

## PhysicsHingeJoint(PhysicsHandle)

Create a joint from a physics handle.

NOTE: You must ensure that the physics handle represents the correct object type otherwise hard to detect bugs can occur.

```csharp
public PhysicsHingeJoint(PhysicsHandle physicsHandle)
```

### Parameters

**** (\[PhysicsHandle]\(/engine/6000.7/script-reference/unity/u2d/physics/physicshandle)): The physics handle to use.

## PhysicsHingeJoint(PhysicsJoint)

Create a [PhysicsHingeJoint](/engine/6000.7/script-reference/unity/u2d/physics/physicshingejoint.md) from the specified base joint. The provided joint must be a joint type of [PhysicsJoint.JointType.HingeJoint](/engine/6000.7/script-reference/unity/u2d/physics/physicsjoint/jointtype/hingejoint.md).

```csharp
public PhysicsHingeJoint(PhysicsJoint physicsJoint)
```

### Parameters

**** (\[PhysicsJoint]\(/engine/6000.7/script-reference/unity/u2d/physics/physicsjoint)): The base joint to cast.
