Next, let's start to write the code for adding force. In the function body, add the code rb.AddForce, inside open and closed brackets, type movementVector and then end that line with a semicolon. You'll probably see in your script editor that there is an error on this line. There are two reasons for this. Firstly, the variable you are trying to use is a Vector2 and you need to give this method a vector3 variable. Vector3 variables store data across three axes, x, y, and z. These values will determine the direction of the force you add to the ball. If you head back to the editor and look at the global gizmo, you can see the arrows also indicate this. To resolve this issue, you need to create two new variables for the individual input directions. Underneath the Rigidbody variable you created, add two more variables called movementX and movementY. These should be private like the previous variable, float type, which is short for floating point or decimal point value. These give you more precision than a whole number or integer value. You can then reference these values inside of OnMove and assign these values of movement vectors X and Y. In OnMove, add the following two lines of code. movementX equals movementVector.X; movementY equals movementVector.Y; Excellent. The second reason you were getting an error is because the movement vector variable was created inside of OnMove. That means it's what's called nonexistent in the current context, as it was inside another method. To fix this, you can combine the movement floats you just created inside of FixedUpdate to create a vector3 variable. This will take zero as the y value because the ball needs to move along the x and z axis in 3D space. In the FixedUpdate function, add a new line at the top of the function and write Vector3 movement equals new Vector3, open brackets, movementX, 0.0f, movementY close brackets and then a semicolon. The f after the value signifies that this is a float value. Next, use the new Vector3 variable, movement, to Add Force to the Rigidbody of the player sphere. Revise the second line of code in FixedUpdate to rb.AddForce ; Let's save the script and then return to the Unity editor to give it a try. Use the Play button to enter play mode and test. It works! But the player is moving really slowly. Leave Play mode to stop testing. In the next video, you'll adjust the script to fix this.