Rigidbody ball.

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 :rage:

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.