AddForce vs AddForceAtPosition. Bug?

Hi.
Unity 2022.3.20f1. Absolutely identical calculations before and two different lines of code. Trying to make some joint stuff.

Below - works as intendent. Body stops at certain point and velocity becomes nearly zero.

_body.AddForce(futureDesiredLinkVelocityChange * _body.mass / dt, ForceMode.Force);

Next below - with zero constant force fly upwards. If zero check added just falling down, ignoring forces even scaled by 100000000000.

_body.AddForceAtPosition(_body.position, futureDesiredLinkVelocityChange * _body.mass / dt, ForceMode.Force);

Why?

It looks like you’ve got the parameters mixed up for AddForceAtPosition.

It should be:

AddForceAtPosition(Vector3 force, Vector3 position, ForceMode mode = ForceMode.Force);

Yup. Found it a moment before. Thanks by the way.