How do I create a vector that always points down locally

So if I do this:

if(Input.GetButton("Kick1")) {rigidbody.velocity = Vector3.down * kickForce;}

When I press the key, no matter what is the rotation, the cube goes down, but I want it to go to where his bottom is facing…

Anyone knows how its done?

Use ‘-transform.up’ in place of ‘Vector3.down’. ‘-transform.up’ will be the local down of the object translated into world space.

if(Input.GetButton("Kick1")) {rigidbody.velocity = -transform.up * kickForce;}