Cancelling Force of Rigidbody for new Direction

I was hoping someone could tell me how I would go about causing an object to fly in a new direction immediately. Currently, I’m adding force to the Rigidbody, but this means that even after turning the object, the previously accumulated force remains. I know I should cancel this force, but I’m not sure what the best way of doing so would be.

Also, I HAVE managed to eliminate the force of my rotation, so that the object only rotates so long as a player is holding down the appropriate button. However, I’m not sure that the way I did it - manually providing a Vector3 (0, 0, 0), is the best way to do so. Can someone tell me whether there’s a better way?


	public float speed = 10f;
	public float turnSpeed = 0.01f;

	private Rigidbody rBody;
	private float accel;
	private float acceleration = 10f;
	private float steer;

	// Use this for initialization
	void Start ()
		rBody = GetComponent<Rigidbody> ();

	// Update is called once per frame
	void Update ()
		accel = Input.GetAxis ("Accel");
		steer = Input.GetAxis ("Steer");


	void FixedUpdate ()
		rBody.AddRelativeForce (0f, 0f, accel * acceleration);
		if (rBody.velocity.magnitude > speed)
			rBody.velocity = rBody.velocity.normalized * speed;
		if (steer == 0)
			rBody.angularVelocity = new Vector3 (0, 0, 0);
			rBody.AddRelativeTorque (0f, steer * turnSpeed, 0f);

rBody.velocity = newVelocity
should do it. There is no “accumulated force” unless you apply some yourself in that frame.

If you really want to use AddForce (and not the velocity change mode) you could just set the velocity and/or the angularVelocity to and afterwards use AddForce(someForce) to apply the force through this method.