Guides Physics 2D Joints Choose a 2D Joint

Physics 2D Joints 1 min read Updated Apr 2026

Choose a 2D Joint

Treat each joint as a different kind of rigidbody relationship.

Use a joint when two rigidbodies should stay connected in a predictable way.

If you want the editor workflow first, start with Create a 2D Joint in the Editor.

Joint guides:

Each joint has a different job:

  • DistanceJoint2D keeps bodies separated by a tuned distance
  • HingeJoint2D rotates around a pivot
  • FixedJoint2D locks two bodies together
  • SliderJoint2D moves along one axis

Joint Prerequisites

All 2D joints depend on a Rigidbody2D authoring path.

Typical setup:

  1. Add Rigidbody2D to the moving object.
  2. Add the joint component you need.
  3. Assign Connected Body if the joint should attach to another rigidbody.
  4. Tune anchors, limits, axis, or motor settings in the Inspector.
  5. Use the Scene view handles to place anchors and adjust the slider axis.

Why This Is Split Across Multiple Guides

Each joint should be learned in its own context.

That keeps the docs easier to absorb and makes examples more concrete.

If you need one-way collision behavior instead of a rigidbody relationship, use PlatformEffector2D.