How can I store an Update value without it updating?

I’m trying to store the velocity of a Rigidbody to set the velocity of a different one but the Vector3 variable I’m trying to store it in changes with the updates of the first Rigidbody. Does that make sence? I need the value of a dynamic object at a specific point. Any help would be gratly appreciated. Thanks.

Something like this should work. If it doesn’t work or need any explanation let me know.

using UnityEngine;
using System.Collections;

public class test : MonoBehaviour {
	public Rigidbody rb;
	public Vector3 savedVelocity;
	public Vector3 givenPoint = new Vector3(10,0,0);
	public GameObject other;

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

	void Update () {
		rb.velocity = new Vector3(1,0,0);
		if(transform.position.x >= givenPoint.x){
			savedVelocity = rb.velocity;
				other.GetComponent<Rigidbody>().velocity = savedVelocity;
		}
	}
}

Thank you but I figured out what was wrong… At some point in experimenting with different behaviors I somehow set my prefab (Rigidbody B) as a child of Rigidbody A. Like when you can’t find your keys because they’re in your hand… I guess its time to start paying attention.