How to jump while gravity is reversed

My game is in Javascript. My gravity is normally -9.81 in the Y. My jumpheight is normally 9.

I’ve successfully flipped the gravity when my player/ball touches a special capsule. Unfortunately, I can’t get the ball to jump in the opposite direction: down while I’m on the ceiling.

I have been able to change the jump height when I touch other special capsules that grow and shrink the ball (namely make the ball jump higher or lower) but I can’t seem to do the above opposite jump.

Here’s my code. Any ideas what I’m doing wrong? I’ve tried different jumpheight values.
#pragma strict

var player : GameObject;
var gravityChangeSfx : AudioClip;



var gravityC = Vector3 (0, 9.81, 0);

function Awake() {
	//player = GameObject.Find("Ball").GetComponent.<Rigidbody>();
	player = GameObject.Find("Ball");

	Debug.Log("GravityUpsideDown script - first Find Player/Ball");
} 




function OnTriggerEnter (col : Collider) {
    //Trigger if only the player touched the object
    //GameObject.Find("Player"); 
    if (col.tag == "Player")  {  
    		Debug.Log ("GravityUpsideDown script - ball collided with this Box");
            // Change Gravity

			Physics.gravity = gravityC;

			//Make ball jumpheight the opposite
			BallControl.jumpHeight = -9;
			Debug.Log("GravityUpsideDown script - jumpHeight made upsidedown");


			GetComponent.<AudioSource>().pitch = 1;
    		GetComponent.<AudioSource>().clip = gravityChangeSfx;
    		GetComponent.<AudioSource>().Play();
    		Debug.Log("GravityUpsdieDown script - gravity upside down");



    }
    
}

And here’s my ball control code associated with the player ball:

function Update ()
{

    //Handle ball rotation.
	var rotation : float = Input.GetAxis ("Horizontal") * rotationSpeed;
	rotation *= Time.deltaTime;
	GetComponent.<Rigidbody>().AddRelativeTorque (Vector3.back * rotation);

    //Handle ball jump
	if (Input.GetKeyDown(KeyCode.W) && IsGrounded ())



	{    
	    GetComponent.<Rigidbody>().velocity.y = jumpHeight; 
	}
}

function IsGrounded () : boolean { //Check if we're on the ground, return True if we are, else return Null.
    return Physics.Raycast(transform.position, -Vector3.up, distToGround + 0.1);
}

I thought the problem had to do with the “&& IsGrounded ()” so I commented that out but it still didn’t work.

TIA

First off I would make sure that your Jump is actually being performed. Simply by adding a Debug.Log inside the ball jump statement.

IF that is still being hit I would suggest that you try changing the ‘jumpHeight’ to ‘-jumpHeight’ to see if that makes the character jump in the desired direction.

I must’ve incorrectly commented out && IsGrounded since it now works correctly.

I just commented out
&& IsGrounded

Problem now is that I can jump while in mid-air. I need something like
IsCeiling ;D