Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

Joint2D.breakTorque

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public var breakTorque: float;
public float breakTorque;

Description

The torque that needs to be applied for this joint to break.

When a joint tries to constrain a Rigidbody2D it may need to apply torque to do so. This is known as the reactionTorque. Each physics update, the breakTorque is compared to the reactionTorque; if it exceeds it then OnJointBreak2D is called with a reference to the joint that broke. Knowing the joint that broke you can check the actual reaction torque that broke the joint using reactionTorque or GetReactionTorque.

The break torque can be set to Mathf.Infinity to make the joint unbreakable by any amount of reaction torque. You should use this if you never intend for the joint to break with torque as it indicates that the joint should not be checked each physics update, therefore provides better overall performance.

Note that breakTorque is not available on DistanceJoint2D or TargetJoint2D.

See Also: reactionTorque, GetReactionTorque & OnJointBreak2D.