Curves on Unity

I´m working on a little football project, as I managed to create a striking feature I wanted to be able to create swerves/curves on said strikes, in my case I used this on my code:

void Update()
	{
		if (Input.GetKeyDown (KeyCode.RightShift)) 
		{
			Rigidbody rb = GetComponent<Rigidbody>();
			rb.velocity = StrikeVec() * power;	
			isKicked = true;
		}

		if(isKicked == true) // Curve force added each frame
		{
			Rigidbody rb = GetComponent<Rigidbody> ();
			Vector3 myLeft = Camera.main.transform.forward + new Vector3(0.5f,0,0);
			rb.AddRelativeForce (myLeft * 0.5f, ForceMode.Impulse); //THIS IS WHAT IM USING
		}
	}

But I was wondering, if you, the reader, had to do this what would you think would be the “correct” way to develop it. I know there is not a “correct” way, but which one do you think its the most suitable?

I´m open to all kind of answers, no code replies necessary.

Thanks in advance!

Bump

Its sad that even if you ask a wide open question you still can´t get feedback, not even an opinion.