var speed=10.0;
function FixedUpdate () {
var move=Vector3(Input.GetAxis("Vertical"), 0, -Input.GetAxis("Horizontal"));
rigidbody.AddTorque(move * speed, ForceMode.Acceleration);
}
Thanks, I’m a lil’ tired
var speed=10.0;
function FixedUpdate () {
var move=Vector3(Input.GetAxis("Vertical"), 0, -Input.GetAxis("Horizontal"));
rigidbody.AddTorque(move * speed, ForceMode.Acceleration);
}
Thanks, I’m a lil’ tired
Unless you change Physics.maxAngularVelocity to something higher than 7 which is what I think is the default, your ball’s speed will be limited.
Thank you thank you thank you thank you! Now off to the jump! I mean making it jump.