The sphere goes Slow

Hi guys I’m an experienced programmer of unity 3d I have created a ball videogame , but when I try to move the ball the ball goes slow as a snail I also tried to increase the value of the (moveSpeed = to 60 or 100) but it does not work how i can solve this problem ?

public class Ball : MonoBehaviour
{
	public float moveSpeed = 50;
	public bool useTorque = true;
	public float maxAngularVelocity = 50;
	public float jumpPower = 2;
	public const float groundRayLength = 1f;
	private Rigidbody thisRigidbody;
	
	private Transform mainCamera;
	private Vector3 mainCameraForward;
	private bool jump;
	private bool superspeed;
	private Vector3 move;
	private Transform defaultParant;
	
	public GameObject messageText;
	//public Text coinsText;
	private int coinTotal;
	private int coinCount;
	public bool lastLevel;
	
	//public float newZCoordinate, newXCoordinate;
	public bool inAir = false;
	
	//instances
	private CheckpointManager chkMngr;
	
	
	private void Start()
	{
		Screen.lockCursor = true;
		Screen.showCursor = false;
		
		mainCamera = Camera.main.transform;
		thisRigidbody = GetComponent<Rigidbody>();
		GetComponent<Rigidbody>().maxAngularVelocity = maxAngularVelocity;
		
		coinTotal = GameObject.FindGameObjectsWithTag("Coin").Length;
		//coinsText.text = "Coins: " + coinCount.ToString() + "/" + coinTotal.ToString();
		defaultParant = transform.parent;
		chkMngr = GameObject.FindGameObjectWithTag("checkpointManager")
			.GetComponent<CheckpointManager>();
	}
	
	private void Update()
	{
		float h = Input.GetAxis("Horizontal");
		float v = Input.GetAxis("Vertical");
		jump = Input.GetButton("Jump");
		superspeed = Input.GetButton("Superspeed");
		
		if (mainCamera != null)
		{
			mainCameraForward = Vector3.Scale(mainCamera.forward, new Vector3(1, 0, 1)).normalized;
			move = (v * mainCameraForward + h * mainCamera.right).normalized;
		}
		else
		{
			move = (v * Vector3.forward + h * Vector3.right).normalized;
		}
		
		if (transform.position.y < -5)
		{
			ResetPosToLastCheckpoint();
			inAir = false;
		}
		
		if(inAir)
		{
			//Debug.Log ("IN AIR");
			
			if(Input.GetKeyDown(KeyCode.W))
			{
				//float newZCoordinate = .02f;
				//transform.position = Vector3.Lerp(transform.position,new Vector3(transform.position.x, transform.position.y, newZCoordinate),Time.fixedDeltaTime * 20);
			}
			if(Input.GetKeyDown(KeyCode.S))
			{
				//float newZCoordinate = -.02f;
				//transform.position = Vector3.Lerp(transform.position,new Vector3(transform.position.x, transform.position.y, newZCoordinate),Time.fixedDeltaTime * 20);
			}
			
			if(Input.GetKey(KeyCode.A))
			{
				this.rigidbody.AddForce(new Vector3(0,0,.5f));
			}
			
			if(Input.GetKey(KeyCode.D))
			{
				this.rigidbody.AddForce(new Vector3(0,0,-.5f));
			}
			
			
		}
		
		/*if (Input.GetKeyDown(KeyCode.Escape))
        {
           Application.LoadLevel("Menu");
        }*/
	}
	
	private void FixedUpdate()
	{
		
		if (useTorque)
		{
			thisRigidbody.AddTorque(new Vector3(move.z, 0, -move.x) * moveSpeed);
		}
		else
		{
			thisRigidbody.AddForce(move * moveSpeed);
		}

		if (Physics.Raycast(transform.position, -Vector3.up, groundRayLength) && superspeed)
		{
			thisRigidbody.AddForce(Camera.main.transform.forward * rigidbody.mass * 10, ForceMode.Impulse);
		}
		if (Physics.Raycast(transform.position, -Vector3.up, groundRayLength) && jump)
		{
			thisRigidbody.AddForce(Camera.main.transform.up * rigidbody.mass * 10, ForceMode.Impulse);
		}
		
		//thruster logic
		/*if (Input.GetKeyDown (KeyCode.T)) {
			rigidbody.AddForce(transform.forward * 2000f);
		}*/
	}
	
	void OnTriggerEnter(Collider _hit)
	{
		if (_hit.tag == "Coin")
		{
			Destroy(_hit.gameObject);
			coinCount++;
			//coinsText.text = "Coins: " + coinCount.ToString() + "/" + coinTotal.ToString();
		}
		else if (_hit.tag == "Next")
		{
			if (coinCount == coinTotal)
			{
				if (lastLevel)
				{
					Application.LoadLevel("Menu");
				}
				else
				{
					Application.LoadLevel(Application.loadedLevel + 1);
				}
			}
			else
			{
				StartCoroutine(ShowMessage("You need to find all the coins"));
			}
		}
		else if (_hit.tag == "Platform")
		{
			Debug.Log("Allo m8");
			transform.parent = _hit.transform;
		}
	}
	void OnTriggerExit(Collider _hit)
	{
		if (_hit.tag == "Platform")
		{
			transform.parent = defaultParant;
		}
	}
	
	void OnCollisionEnter(Collision col)
	{
		if(col.gameObject.tag == "Platform")
		{
			inAir = false;
		}
	}
	
	IEnumerator ShowMessage(string _msg)
	{
		//messageText.SetActive(true);
		//messageText.transform.FindChild("Text").GetComponent<Text>().text = _msg;
		
		yield return new WaitForSeconds(2);
		// messageText.SetActive(false);
	}
	
	void ResetPosToLastCheckpoint()
	{
		//Grab last checkpoint location
		//Change position to last checkpoint position
		if(chkMngr.cache_check_points.Count == 0)
		{
			Application.LoadLevel(0);
			return;
		} else {
			Vector3 grabbedCheckpointPosition = chkMngr.cache_check_points[chkMngr.cache_check_points.Count - 1];
			Debug.Log (grabbedCheckpointPosition);
			transform.position = grabbedCheckpointPosition;
		}
		
	}
}

You said you increased “moveSpeed”. What exactly do you mean by that? Since it’s a public variable it’s serialized by unity, so when you want to change that value you have to change it in the inspector. Changing it in the code won’t change anything.

If you already changed it in the inspector make sure you don’t have a too large drag value on your rigidbody.