Hinge Joint motor not effecting joint
I am making a 2D top down car racing game. Right now I have a main car body and 4 wheels that connect to it via a hinge joint. There is a script on the body of the car to control the acceleration and turning of the wheels. However when i set the hinge joint motor of the front to wheels to make them turn, I can see the motor value change but I don't actually see the wheels get effected by it.
My code currently looks like this:
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class NewCarScrip : MonoBehaviour {
     public GameObject[] frontWheels;
     public GameObject[] backWheels;
     public float accelSpeed;
     public float turnSpeed;
 
     private GameObject[] wheels;
     private Rigidbody2D[] rb;
     private HingeJoint2D[] hinge2D;
     private JointMotor2D motor2D;
 
     private float accelInput;
     private float turnInput;
     private Vector2 speed;
     // Use this for initialization
     void Start ()
     {
         wheels = new GameObject[frontWheels.Length + backWheels.Length];
         frontWheels.CopyTo(wheels, 0);
         backWheels.CopyTo(wheels, frontWheels.Length);
         rb = new Rigidbody2D[wheels.Length];
         hinge2D = new HingeJoint2D[frontWheels.Length];
 
         for (int i=0; i < wheels.Length; i++) //Setup RigidBodies
         {
             rb[i] = wheels[i].GetComponent<Rigidbody2D>();
         }
         for (int i = 0; i < frontWheels.Length; i++)
         {
             hinge2D[i] = frontWheels[i].GetComponent<HingeJoint2D>();
         }
     }
     
     // Update is called once per frame
     void Update ()
     {
         accelInput = Input.GetAxis("vertical");
         turnInput = Input.GetAxis("horizontal");
         motor2D.motorSpeed = turnInput * turnSpeed;
         //Accelaration codee
         speed = transform.up * (accelInput * accelSpeed);
         foreach (HingeJoint2D joint2DTemp in hinge2D)
         {
             if (turnInput != 0)
             {
                 Debug.Log(joint2DTemp.name);
                 joint2DTemp.motor = motor2D;
             }
         }
 
         foreach (Rigidbody2D rbTemp in rb)
         {
             rbTemp.AddForce(speed);
         }
     }
 }
 
 
               ![alt text][1]
Sorry if this is a noob question. Thank you guys in advance! [1]: /storage/temp/108869-motor-speed.png
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