How can i clamp X velocity?

I am trying to prevent my cube from side left to right by clamping its local X sideways velocity but the script that I’m using is only clamping its global y velocity, can anyone help me try fixing this i just can’t seem to figure it out, thanks

using UnityEngine;
using System.Collections;

public class NewBehaviourScript : MonoBehaviour {

Rigidbody rb;
public float maxSideSpeed;
public float moveSpeed;
public float turnSpeed;

void Start() {
	rb = GetComponent<Rigidbody>();
}

void Update()
{

	Vector3 clampVel = rb.velocity;

	clampVel.x = Mathf.Clamp(clampVel.z *maxSideSpeed , 0, 0);

	rb.velocity = clampVel;

     	rb.AddForce (transform.forward * Input.GetAxis("Vertical") * moveSpeed * 10000 * Time.deltaTime);

	transform.Rotate (Vector3.up, Input.GetAxis("Horizontal") * turnSpeed * Time.deltaTime);

    }

}

Hi,
I don’t use rigid bodies much but did stumble over the below

Not sure it helps but hope it does,
Good luck

Assuming the Cube is moving on a plane where left and right are on the X axis and up and down are on the Z axis, Define the following float which will represent the how fast you want to allow the object to go in each direction:

private float maxVelocityX = 5f;
private float maxVelocityZ = 5f;
private float minVelocityX = -5f;
private float minVelocityZ = -5f;

The add the following method in Update()

void CheckVelocity()
{
	if(mybody.velocity.x > maxVelocityX)
	{
		mybody.velocity = new Vector3(maxVelocityX, 0, mybody.velocity.z);
	}
	if(mybody.velocity.z > maxVelocityZ)
	{
		mybody.velocity = new Vector3(mybody.velocity.x, 0, maxVelocityZ);
	}
	
	if(mybody.velocity.x < minVelocityX)
	{
		mybody.velocity = new Vector3(minVelocityX, 0, mybody.velocity.z);
	}
	if(mybody.velocity.z < minVelocityZ)
	{
		mybody.velocity = new Vector3(mybody.velocity.x, 0, minVelocityZ);
	}
}

This will solve your problem!