# How to make ball jump when screen is tapped

Hi guys!

I just wanted to ask how to make a ball jump and fall back to the ground after jumping. I’ve seen some solutions already but I don’t know how to implement it on my codes. I’m making something like a roll-a-ball game on android. Here’s my codes:

``````void Update (){
Vector3 tilt = new Vector3(Input.acceleration.x, 0, -Input.acceleration.z);

if (Input.GetMouseButtonDown (0)) {
//jump here
}

tilt = Quaternion.Euler (90,0,0) * tilt;
}
``````

I’m really drawing blanks on the jump part. I’m not sure if the problem’s just with the placement of the codes or I’m just not seeing it. I hope you guys can help me.

First of all, does the code you have posted compile? I can’t see how it would, since `tilt` is defined as `Vector3` but `Quaternion.Euler` returns a `Quaternion`.

I assume that you want to combine the `tilt Vector3` with the upward force.

Just add some force on the ball’s rigidbody, and make sure “Use Gravity” is checked, so that the ball falls down.

for example:

``````    public float thrust;
public Rigidbody rb;

void Start()
{
rb = GetComponent<Rigidbody>();
}

void FixedUpdate()
{
Vector3 tilt = new Vector3(Input.acceleration.x, 0, -Input.acceleration.z);

if (Input.GetMouseButtonDown (0)) {
//jump here
rb.AddForce((Vector3.up + tilt) * thrust, ForceMode.Impulse); //or any force mode you prefer
}
}
``````

If your ball has a rigidbody, and the scene has gravity, there’s a really simple implementation:

``````int jumpHeight = 10;

if (Input.GetMouseButtonDown(0))
{
rb.velocity = new Vector3(rb.velocity.x, jumpHeight, rb.velocity.z);
}
``````

You may have to alter it to work by worldspace since I haven’t tested it