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:
- Create a moving object.
- Create the object it should connect to.
- Add
Rigidbody2Dwhere 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 2DHinge Joint 2DFixed Joint 2DSlider Joint 2D
Connect It to Another Body
In the joint Inspector:
- Set
Connected Body. - Leave
Auto Configure Connected Anchoron if you want a quick starting setup. - Turn it off when you want to place anchors manually.
The shared joint fields you will use most often are:
Connected BodyAnchorConnected AnchorAuto Configure Connected AnchorEnable 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:
- body type
- connected body
- anchor placement
- limits
- motor settings
That usually reveals the setup problem faster than changing several properties at once.
Open the Sample Scene
If you want a working example to inspect, open:
samples/HelloWorld/Assets/Scenes/Joints2D.scene.json
That scene includes:
- a
DistanceJoint2Dtether - a
HingeJoint2Dpendulum - a
FixedJoint2Dwelded pair - a
SliderJoint2Drail setup