I have a cylinder moving with “rigidbody.AddForce” function whenever player input holds down “w”. On release I stop it immediately with “rigidbody.velocity = Vector3.zero” and “rigidbody.Angularvelocity = Vector3.zero” But when jumping off of a plane into infinite space it stops all “gravity” mid air.
if (InputW)
{
rb.AddRelativeForce(new Vector3(0, 0, speed) * Time.deltaTime, ForceMode.VelocityChange);
}