# Friction seems to be slowing my rolling ball instead of helping it accelerate. How to improve my rotation-based movement?

In real life, the friction between a car’s tyre and the road is what gives the car the power to accelerate forward. I tried to go for a similar situation in the “game” I’m working on, having a sphere that rotates itself in order to move.
However, instead of gaining speed, it accelerates at first but then seems to hit a ceiling and wont go any faster.

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Initially I was using AddForce in order to make the ball move. It was looking good, but I wanted something more genuine/realistic so I experimented with AddTorque only and both. The speed limit was present in all those situations.
Something I did notice about AddTorque that I didn’t like was how even in mid-air or in a no-friction environment it would have a rotation speed limit, instead of keep adding to the angular momentum as I would expect. If there is a better way to add angular momentum to a ridgidbody, I’d be glad to hear.

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Naturally I’m aware that maybe there is something wrong with my code:

``````using UnityEngine;

public class BallMovement : MonoBehaviour {

public Rigidbody rb;
public float moveForce = 1000f;
public float rotForce = 2500f;
void FixedUpdate ()
{
if (Input.GetKey("d"))
{
}
if (Input.GetKey("a"))
{
}
if (Input.GetKey("w"))
{
}
if (Input.GetKey("s"))
{
}
}
}
``````

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The ridgid body is a sphere that is set to move and rotate freely.
My angular drag is at 0, the only object that really has a physics material is the ball itself with 1.5 in each type of friction.
I’m pretty sure the problem IS the friction but I have no clue how to get around it. If I tone it down it does accelerate with AddForce but it also gets very slippery.
If I turn it off movement through rotation only impossible.

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I’m just a beginner so any help is greatly appreciated. And it might be rude to ask a bonus question but it’s semi-related:

What is the best way to “break” the angular momentum of an object? I want to bind the shift key to a break that helps the player stop rotating in case standing still is needed, I’m not aware of any way of making it happen other than figuring out how much the object is rotating in a certain axis, then applying an opposite rotation force until the rotation is 0, but that is probably overcomplicating it. My searches were fruitless, probably because I’m not familiar with the name of things yet.