# useConnectedAnchor

> Controls whether the connected anchor is used or not.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.Physics2DModule

```csharp
public bool useConnectedAnchor { get; set; }
```

### Remarks

By default, this property is enabled which results in the [\_connectedBody](/engine/6000.7/script-reference/unityengine/joint2d/connectedbody.md) and [\_connectedAnchor](/engine/6000.7/script-reference/unityengine/anchoredjoint2d/connectedanchor.md) properties being used to constrain the position of the [Rigidbody2D](/engine/6000.7/script-reference/unityengine/rigidbody2d.md) the [HingeJoint2D](/engine/6000.7/script-reference/unityengine/hingejoint2d.md) is attached to. This is known as a point-to-point constraint.

When this property is disabled, the point-to-point constraint is disabled. This stops the [HingeJoint2D](/engine/6000.7/script-reference/unityengine/hingejoint2d.md) from being connected to its anchor point allowing the [Rigidbody2D](/engine/6000.7/script-reference/unityengine/rigidbody2d.md) it is added to, to move freely.

Disabling this allows both the [motor](/engine/6000.7/script-reference/unityengine/hingejoint2d/usemotor.md) and [limits](/engine/6000.7/script-reference/unityengine/hingejoint2d/uselimits.md) to be used to constrain and modify angular motion while not constraining linear motion.
