# Add Torque 2D

Apply a torque at the rigidbody's centre of mass.

Applying torque to the Rigidbody2D changes the angular Velocity only. This change is scaled (divided) by the rotational inertia. Therefore, a larger inertia results in smaller changes to angular Velocity, and a smaller inertia results in larger changes to angularVelocity.

When applying torque either as a force or an impulse, you can use any value to get the required change in angular Velocity. However, if you require a specific change in degrees, then you must first convert the torque value into radians then multiplying by the inertia.

**To create it**, right-click on free space in AI Tree inspector and select <mark style="color:purple;">Create Node/Tasks/Rigidbody2D/Add Torque 2D.</mark>

This task node has a number of fields, that are highlighted in picture below.

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### Fields

| Name              | Description                                   |
| ----------------- | --------------------------------------------- |
| Node Name         | Name of node                                  |
| Ignore Abort Self | Whether node ignores abort self or not        |
| Target            | Target to which torque is added               |
| Torque            | Torque vector in world coordinates            |
| Mode              | Method used to apply the force to its targets |
