Guides Physics 2D Joints Create a 2D Joint in the Editor

Physics 2D Joints 1 min read Updated Aug 2026

Create a 2D Joint in the Editor

Use this workflow any time two `Rigidbody2D` components need a physical relationship in a 2D scene.

This guide focuses on the editor steps. After that, use the joint-specific guides to choose settings that fit the behavior you want.

Start with Two Objects

Create the two objects that will participate in the joint.

Typical pattern:

  1. Create a moving object.
  2. Create the object it should connect to.
  3. Add Rigidbody2D where needed.

Use a dynamic body for the object that should react to physics.

Use a kinematic body when the connected object should stay in place but still act as a proper joint target.

Add the Joint

Select the moving object, then add the joint from:

  • Component > Physics
  • or the Inspector add menu

Available 2D joints include:

  • Distance Joint 2D
  • Hinge Joint 2D
  • Fixed Joint 2D
  • Slider Joint 2D

Connect It to Another Body

In the joint Inspector:

  1. Set Connected Body.
  2. Leave Auto Configure Connected Anchor on if you want a quick starting setup.
  3. Turn it off when you want to place anchors manually.

The shared joint fields you will use most often are:

  • Connected Body
  • Anchor
  • Connected Anchor
  • Auto Configure Connected Anchor
  • Enable Collision

Place Anchors in Scene View

The Scene view is the fastest way to author a joint.

Select the jointed object, then use the joint gizmos to:

  • drag the owner anchor
  • drag the connected anchor
  • drag the slider axis tip for SliderJoint2D

That lets you set the physical relationship visually instead of guessing from raw numbers.

If you add a joint to an object without a Rigidbody2D, the editor will add one for you because joints depend on the 2D rigidbody workflow.

Test in a Safe Order

When a joint does not feel right, adjust in this order:

  1. body type
  2. connected body
  3. anchor placement
  4. limits
  5. motor settings

That usually reveals the setup problem faster than changing several properties at once.

Build a Joint Test Scene

If you want a working example to inspect, create a small 2D scene with:

  • a DistanceJoint2D tether
  • a HingeJoint2D pendulum
  • a FixedJoint2D welded pair
  • a SliderJoint2D rail setup

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