Makeing a sphere with rigidbody.AddTorque roll faster

I am trying to make a ball rolling game, but when i use the code below the Sphere rolls slowly.

#pragma strict

var tilt : Vector3 =;
var jumpSpeed: float = 8;
var speed : float;
var fuerza = 10;
private var circ : float;
private var previousPosition : Vector3;

@script RequireComponent(Rigidbody)
function Start()
//Find the circumference of the circle so that the circle can be rotated the appropriate amount when rolling
circ = 2 * Mathf.PI * collider.bounds.extents.x;
previousPosition = transform.position;


function Update () {
tilt.x = -Input.acceleration.y;
tilt.z = Input.acceleration.x;

rigidbody.AddTorque (tilt * speed * Time.deltaTime);

if (Input.GetKey("up"))
rigidbody.AddTorque (Vector3(0, 0, fuerza));

if (Input.GetKey (“right”))
rigidbody.AddTorque (Vector3(fuerza, 0, 0));

if (Input.GetKey (“down”))
rigidbody.AddTorque (-Vector3(0, 0, fuerza));

if (Input.GetKey (“left”))
rigidbody.AddTorque (-Vector3(fuerza, 0, 0));

    if (Input.GetKeyDown (KeyCode.Space)){
    rigidbody.velocity.y = jumpSpeed;


function LateUpdate()
var movement : Vector3 = transform.position - previousPosition;

movement = Vector3(movement.z,0,  -movement.x);

transform.Rotate(movement / circ * 360, Space.World);

previousPosition = transform.position;	


Any simple way to make the sphere roll faster?
Also i cant use Rigidbody.AddForce sence I am using custom Gravity.

Yeah, I had trouble with this too. Go to Edit-> Project Settings → Physics and Increase the max angular velocity. I don’t think there is any way to make the ball roll faster in short bursts, even if you increase the max angular velocity during a getKey. :confused: Also this affects all rolling objects so keep that in mind.