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Answer by tanoshimi

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Two comments: - Firstly, I'd make ballSpeed a float. (i.e. `public float ballSpeed;` and `ballSpeed += 100f;`) - I don't know why you're multiplying the force by Time.deltaTime, but I'd be almost certain that you don't want to, so try removing that from the force assignment. Time.deltaTime is generally used for changing values in a frame-independent manner, but it's not applicable here since AddForce is an instantaneous event. When you do remove this term, you'll probably need to adjust the scale of the other values, since you're currently multiplying the force by an arbitrary small number that's probably around 0.02.

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