#pragma strict
var rotationSpeed = 100;
var JumpHeight = 8;
private var isFalling = false;
function Update () {
//Handle Ball Rotation
var rotation : float =Input.GetAxis ("Horizontal")* rotationSpeed;
rotation *= Time.deltaTime;
GetComponent.<Rigidbody>().AddRelativeTorque (Vector3.back * rotation);
if (Input.GetKeyDown(KeyCode.Space) && isFalling == false)
{
GetComponent.<Rigidbody>().velocity.y = JumpHeight;
isFalling = true;
{
}
function (OnCollisionStay
)