# linearVelocityX

> The X component of the linear velocity of the Rigidbody2D in world-units per second.

## Definition

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

```csharp
public float linearVelocityX { get; set; }
```

### Remarks

The linear velocity is specified as a [Vector2](/engine/6000.7/script-reference/unityengine/vector2.md) with components in the X and Y directions (there is no Z direction in 2D physics).

This property lets you read and write only the X component of the [\_linearVelocity](/engine/6000.7/script-reference/unityengine/rigidbody2d/linearvelocity.md) without affecting the Y component of the [\_linearVelocity](/engine/6000.7/script-reference/unityengine/rigidbody2d/linearvelocity.md).  This is convenient when dealing with X and Y directions in isolation.

Additional Resources: [\_linearVelocity](/engine/6000.7/script-reference/unityengine/rigidbody2d/linearvelocity.md), [\_linearVelocityY](/engine/6000.7/script-reference/unityengine/rigidbody2d/linearvelocityy.md)

### Examples

```csharp
using UnityEngine;

 // Ensure that the maximum horizontal speed moving right isn't larger than the configurable value.
public class Example : MonoBehaviour
{
    public float MaximumSpeedRight = 2f;

    private Rigidbody2D rb;

    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
    }

    void FixedUpdate()
    {
        // Clamp the horizontal speed.
        if (rb.linearVelocityX > MaximumSpeedRight)
        {
            rb.linearVelocityX = MaximumSpeedRight;
        }
    }
}
```
