[C#, 2D] How do I apply force to a player using vector 3 velocity to move

Forgive me if I can’t describe the issue well enough, but I’m trying to use AddForce to ‘boost’ my player forward, but to use addForce i have to suspend my rigidbody’s normal movement code, since they boh use X velocity. The issue is that when my player is done ‘dashing’ they will stop mid air, and not carry the velocity forward.

My regular movement code is

 void FixedUpdate()
    {
        if (isDashing == false)
        {
        if (isSliding == false)
        {
            if (touchWall == false)
            {
                playerBody.gravityScale = 1.5f; 
                Vector3 moveVelocity = new Vector3(Input.GetAxis("moveX") * (playerSpeed * 50.0f) * Time.fixedDeltaTime, playerBody.velocity.y, 0.0f);
                playerBody.velocity =  moveVelocity;
                
            }
                if (touchWall == true)
                {
                    playerBody.gravityScale = 0f;
                    Vector3 moveVelocity = new Vector3(Input.GetAxis("moveX") * (playerSpeed * 50.0f) * Time.fixedDeltaTime, Input.GetAxis("moveY") * (playerSpeed * 50.0f) * Time.fixedDeltaTime, 0.0f);
                    playerBody.velocity = moveVelocity;

                }
            }
        }
        
    }

My Dashing code is

void Dash()
    {
        if (right == false)
        {
            turnt = -1;
        } else if (right == true)
        {
            turnt = 1;
        }
        
            Vector3 moveVelocity = new Vector3((slideSpeed * 50.0f * turnt) * Time.fixedDeltaTime, playerBody.velocity.y, 0.0f);
            playerBody.velocity = moveVelocity;
            StartCoroutine("DashW8");
    }

    IEnumerator DashW8()
    {
        yield return new WaitForSeconds(slideW8);
        isDashing = false;
    }

Maybe try using a “maxVelocity” variable and temporarily increase it while dashing. This way you can make your “moveVelocity” higher for a limited time and then decrease it after the duration with out mixing in any Addforce.