how to roll a ball (sphere) by mantaining rigibody

hi i have sphere with rigid-body.after pressing up arrow the ball is moving automatically.i want to move the ball when the time of player holding the arrow key.

but i made a script help moving the ball after i left(touching ) the arrow key.

rigid-body is much needed for me what should i do

 using UnityEngine;
using System.Collections;

public class control : MonoBehaviour {
public float moveSpeed = 6.0f;
	
void LateUpdate(){

    Vector3 forward = Camera.main.transform.TransformDirection(Vector3.forward);
		forward.y = 0;
		forward = forward.normalized;
		
		Vector3 forwardForce = forward * Input.GetAxis("Vertical") * moveSpeed;
		rigidbody.AddForce(forwardForce);
		
		Vector3 right= Camera.main.transform.TransformDirection(Vector3.right);
		right.y = 0;
		right = right.normalized;

		Vector3 rightForce= right * Input.GetAxis("Horizontal") * moveSpeed;
		rigidbody.AddForce(rightForce);
				

}
}

I have no idea what you mean. Google translate?

Please describe the problem. The ball does roll, does not roll…?

do you mean translate the ball with rolling when you press the button?

yes u are right.

i want to move object .dont want any rolling .

please help me

Note:i defenetly want rigid-body for my game object

What your saying doesn’t make sense. You want a ball to NOT be affected by the physics engine, yet you want to add a component that registers it with the physics engine (rigidbody)? The physics engine will make the ball roll, thats…what it does.

It’s like saying I want to turn my oven on to full heat but I want it to stay cold. Turning the oven on to full heat is designed to make the oven hot! In the same way that the physics engine is designed to make balls roll.

I workaround for this would be to add a box collider to the ball. as far as the physics engine is concerned, it’s not a sphere anymore.