# AddTorque(Vector3, ForceMode)

> Add torque to the articulation body.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.PhysicsModule

```csharp
public void AddTorque(Vector3 torque, ForceMode mode)
```

### Parameters

**** (\[Vector3]\(/engine/6000.7/script-reference/unityengine/vector3)): The torque to apply.**** (\[ForceMode]\(/engine/6000.7/script-reference/unityengine/forcemode)): The type of torque to apply.

### Remarks

You can only apply a torque to an active ArticulationBody. If a GameObject is inactive, AddTorque has no effect.

[ForceMode.Force](/engine/6000.7/script-reference/unityengine/forcemode/force.md) and [ForceMode.Acceleration](/engine/6000.7/script-reference/unityengine/forcemode/acceleration.md) modes modify the Angular Velocity Per Second accumulator and [ForceMode.Impulse](/engine/6000.7/script-reference/unityengine/forcemode/impulse.md) and [ForceMode.VelocityChange](/engine/6000.7/script-reference/unityengine/forcemode/velocitychange.md) modify the Angular Velocity Per Step accumulator. Mixing these 2 groups of ForceModes doesn't work for Articulation Bodies and will result in only the Angular Velocity Per Second accumulator being applied.

For more information on how ForceMode affects angular velocity, see [Rigidbody.AddTorque](/engine/6000.7/script-reference/unityengine/rigidbody/addtorque.md).

Applying a torque to an ArticulationBody wakes up that body. If the torque size is zero then the ArticulationBody does not wake up.

Unit of measurement - Nm (Newtonmeters).

Additional Resources: [ArticulationBody.AddRelativeTorque](/engine/6000.7/script-reference/unityengine/articulationbody/addrelativetorque.md), [ArticulationBody.AddForce](/engine/6000.7/script-reference/unityengine/articulationbody/addforce.md)

### Examples

```csharp
 // Rotate an object around its Y (upward) axis in response to
 // left/right controls.
using UnityEngine;
using UnityEngine.InputSystem;

public class ExampleClass : MonoBehaviour
{
    public float torque = 10f;
    public ArticulationBody ab;

    void FixedUpdate()
    {
        float turnInput = Keyboard.current.spaceKey.isPressed ? 1f : 0f;

        // Apply torque in physics loop
        ab.AddTorque(Vector3.up * torque * turnInput * Time.fixedDeltaTime);
    }
}
```
