Version: 2022.3
  • C#


Suggest a change


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.


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.



Switch to Manual
public JointMotor motor;


The motor will apply a force up to a maximum force to achieve the target velocity in degrees per second.

The motor tries to reach JointMotor.targetVelocity angular velocity in degrees per second. The motor will only be able to reach targetVelocity, if JointMotor.force is sufficiently large. If the joint is spinning faster than targetVelocity the motor will brake. A negative targetVelocity will make the motor spin in the opposite direction.

The force is the maximum torque the motor can exert. If it is zero the motor is disabled.

The motor will brake when it is spinning faster than targetVelocity only, if JointMotor.freeSpin is false. If freeSpin is true the motor will not brake.

Additional resources: useMotor, JointMotor.

using UnityEngine;

public class Example : MonoBehaviour { void Start() { var hinge = GetComponent<HingeJoint>();

// Make the hinge motor rotate with 90 degrees per second and a strong force. var motor = hinge.motor; motor.force = 100; motor.targetVelocity = 90; motor.freeSpin = false; hinge.motor = motor; hinge.useMotor = true; } }

Modifying the motor does not automatically enable the motor.

Enabling the motor overrides the spring, given the spring was enabled. If the motor is again disabled the spring will be restored.