Version: Unity 6.1 Alpha (6000.1)
LanguageEnglish
  • C#

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 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 Joint2D.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 Joint2D.GetReactionTorque.

The break torque can be set to Mathf.Infinity to make the joint unbreakable by any amount of reaction torque. Alternately, setting the breakAction to JointBreakAction2D.Ignore will make the joint unbreakable by either breakForce or breakTorque.

The action taken when a joint exceeds the breakForce is controlled by breakAction.

Note: breakTorque is not available on DistanceJoint2D, SpringJoint2D or TargetJoint2D.

Additional resources: Joint2D.reactionTorque, Joint2D.GetReactionTorque & Joint2D.OnJointBreak2D.