roll and turn the ball based on camera

I want to set z Axis turn based on camera like my camera is facing on a direction and i want to move my ball on camera direction and turn left and right based on camera direction

#pragma strict
var _camera		                : Transform; 
var _ballObject  	                : Transform;
var _speed  		                : float = 5;
var _turnSpeed		                : float = 10;
private var forceDirection 	: Vector3 ;

function Start () 
{
	
}

function Update ()
{
		//transform.position = _ballObject.position;
			if(Input.GetAxis("Vertical") != 0 )
				{
					Rolling();
				}
			
//			_camera.transform.Rotate = _ballObject.transform.Rotate((Vector3.up * Input.GetAxis("Horizontal") * _turnSpeed), Space.World); 

}
function Rolling()
{
		forceDirection = _camera.transform.forward;
		
		//remove y force direction for angled camera
		forceDirection = new Vector3(forceDirection.x, 0, forceDirection.z);
		
		//add force to ball
		_ballObject.GetComponent.<Rigidbody>().AddForce(forceDirection.normalized * _speed * (Input.GetAxis("Vertical")));
}

ball can move forward based on camera direction but no right left Turn

56668-capture.jpg

@WaseemAyub
This is the code that i have used to Full fill my Requirement :slight_smile:

#pragma strict

var _camera		    : Transform; 
var _ballObject  	  : Transform;
var _speed  		   : float = 5;
var _turnSpeed	     : float = 10;
private var forceDirection 	: Vector3 ;
private var TurnDirection 	 : Vector3 ;

function Start () 
{
	
}

function Update ()
{
			if(Input.GetAxis("Vertical") != 0 || Input.GetAxis("Horizontal"))
				{
					Rolling();
				}
}
function Rolling()
{
		forceDirection = _camera.transform.forward;
		TurnDirection  = _camera.transform.right;
		forceDirection = new Vector3(forceDirection.x, 0, forceDirection.z);
		TurnDirection  = new Vector3(TurnDirection.x,  0, TurnDirection.z);
		
		_ballObject.GetComponent.<Rigidbody>().AddForce(forceDirection.normalized * _speed * (Input.GetAxis("Vertical")));
		_ballObject.GetComponent.<Rigidbody>().AddForce(TurnDirection.normalized * _speed * (Input.GetAxis("Horizontal")));
		
			
}