How can I get my rigidbody unaffected by scaled time?

I am making a game where I am scaling time. I would like for when the player jumps it to unaffected by scaled time. I have tried changing the mass but that does not work.
Here is the Jump function:
public void Jump() { _rigidbody.AddForce(new Vector3(0, _jumpForce, 0), ForceMode.Impulse); }
Here is how I’m setting the time scale:
Time.timeScale = slowMotionTimeScale; Time.fixedDeltaTime = Time.timeScale * .02f;

@PrettyCoolDude987 I did something like this before, and I’m not so sure if it’s the best way, but you could create a timeScale variable for moving objects in the scene and make sure everything moves by using Time.deltaTime. So, for example, you’d do velocity.x = moveSpeed * timeScaleVarible * Time.deltaTime and change the timeScale variable for everything else whenever your player jumps.