I have created a simple 2d scene as follows:

- Sprite with a “Box Collider 2D” set at an angle to create a ramp
- Sprite with a “RigidBody 2D” and a “Circle Collider 2D”

I place the circle above the ramp and press play, I want the circle to move based on rotations, one rotation would move the circle the circumference of the circle.

What I observe is that the circle builds a lot of rotational velocity, slides along a little bit, but and ends up more or less spinning on the spot.

As an extension to this, I want to be able to move the ball left and right along the screen using the arrow keys.

I’ve set up a “FixedUpdate” event which adds either “Force” or “Torque” to the circle, and experience the same thing where the circle moves a little but mostly spins on the spot.

I have tried adding more mass, I’ve tried setting a physics material on both the ground and the circle and tried various friction settings.

**How do I get the circle to move (give or take) the distance of the circumference each time it spins?**

Let me know if you need any more details, or code, or exact settings. I’m just looking for some direction with what setting to change here.