# A Sphere player with the Superspeed

With this superspeed script when I press the F key to make the superspeed
the player ball with the superspeed goes in the wrong direction, I want that the superspeed must make go the ball forward where the camera is , how i can fix this script ?

``````// speed of the ball
var speed = 5.0;
var superspeed = 10.0;
private var velocity : Vector3 = Vector3.zero;

function Start(){
transform.localScale = Vector3.one * radius * 2;
var hit : RaycastHit;
if(Physics.Linecast(transform.position, transform.position - Vector3.up * 500, hit)){
transform.position = hit.point + Vector3.up * radius;
}
// add a rigidbody if we dont have one.
if(!rigidbody)
// set the mass according to the radius.
}

function FixedUpdate () {
// let see if our body is on the ground.

{
speed = 5.0;
}

var hit : RaycastHit;
var isGrounded = Physics.Raycast(transform.position, -Vector3.up, hit, radius * 1.5);

// base movement off of the camera, not the object.
// reset the camera's X to zero, so that it is always looking horizontally.
var x = Camera.main.transform.localEulerAngles.x;
Camera.main.transform.localEulerAngles.x = 0;

// now collect the movement stuff This is generic direction.
var direction = Vector3(Input.GetAxis("Horizontal"),0,Input.GetAxis("Vertical"));

// prevent the ball from moving faster diagnally
if(direction.magnitude > 1.0) direction.Normalize();

// If we are grounded, then lets see if we want to jump.
if(isGrounded && Input.GetKeyDown(KeyCode.F)) {
speed = superspeed;
rigidbody.AddForce(transform.forward * rigidbody.mass * 50, ForceMode.Impulse);
}
// if we arent pressing anything, dont mess with the physics.
if(direction.magnitude > 0){
// convert isGrounded into something we can use
var modifier = isGrounded ? 3.0 : 0.5;
// lets set the direction according to the camera now.
direction = Camera.main.transform.TransformDirection(direction) * speed * 2;
// lets take the downward velocity from the current so that we dont get wierd physics results
direction.y = rigidbody.velocity.y;

// Now, lets keep track of a velocity.
// This will let the ball move while we are not pressing anything.
rigidbody.velocity = Vector3.Lerp(rigidbody.velocity, direction, modifier * Time.deltaTime);
// Now, lets break the rotation out from the movement.
var rotation = Vector3(rigidbody.velocity.z,0,-rigidbody.velocity.x) * 20;

// Lets add some spin to make the ball move better
rigidbody.angularVelocity = Vector3.Lerp(rigidbody.angularVelocity, rotation, modifier * Time.deltaTime);
}

// return the camera's x rotation.
Camera.main.transform.localEulerAngles.x = x;
``````

Line 46 adds a ‘superspeed’ force in the current forward direction of the transform, which I assume is NOT the MainCamera.

Try

`rigidbody.AddForce(Camera.main.transform.forward * rigidbody.mass * 50, ForceMode.Impulse);`

though I’m not sure I completely understood “forward where the camera is”, hopefully you get the idea. The first part here gives the direction of the Force. Play with this until you get it right.