Does box colliders cause friction? AddForce does not work same when "jumping"

I have a bit of code, taking my ball thats rolling around and based on left or right makes the ball “roll” that way…

                        var tilt : Vector3 = Vector3.zero;
                        var speed : float = 200;

                         var jumpHeight = 8;
                        private var isFalling = false;
                        function Update() { 
                         tilt.x = -Input.GetAxis("Horizontal");
			rigidbody.AddForce(tilt * speed * Time.deltaTime);
	
			if(Input.GetKeyDown(KeyCode.W)  isFalling==false)
			{
				rigidbody.velocity.y = jumpHeight;
			}
                        	isFalling=true;
                       }
                       function OnCollisionStay()
                       {  
                         	isFalling=false;
                       }

The rolling I calculate the rotation of the ball based on distance and circumference etc, its i graphical hack. I was using the AddRelativeTorque, but the thing was TOO unresponsive.

The problem is, I noticed when I jump, i start moving much faster and when im on the ground I am clamped in speed… or something, my ground just consists of cubes and that which has a box collider on it. I was wondering if there was some friction value somewhere causing it to slow down when moving on ground, and how I could change that (I don’t want ice, but would love same speeds when jumping and on ground).

Is this more for the scripting forum?