How to remove player control while in the air?

I’m working on a ball racing game, and the player is controlled based on force vectors that move the ball in the direction that the player is pushing on either the joystick or arrow keys.
Normally, this works fine, but when the ball is knocked into the air, the player can still move the ball from side to side, which isn’t what I want. How do I adjust the script below so that the player cannot move from left to right while in the air?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BallControl : MonoBehaviour
	private Rigidbody rb;
	public float accelX = 1.0f;
	public float accelY = 1.0f;
	public float maxSpeed = 50.0f;
	public Transform playerCam;
    // Start is called before the first frame update
    void Start()
        rb = GetComponent<Rigidbody>();

    // Update is called once per frame
    void Update()
		//Get player inputs
		float horizontal = Input.GetAxisRaw("Horizontal");
		float vertical = Input.GetAxisRaw("Vertical");
		//Change inputs from world xyz to camera xyz
		Vector3 camF = playerCam.forward;
		Vector3 camR = playerCam.right;
		camF.y = 0.0f;
		camR.y = 0.0f;
		camF = camF.normalized;
		camR = camR.normalized;
		//Add force to the ball based on camera position
		Vector3 movement = ((camF * vertical * accelX) + (camR * horizontal * accelY));
		//Speed limit
		if (rb.velocity.magnitude > maxSpeed)
			rb.velocity = rb.velocity.normalized * maxSpeed;

Just create a bool to see if the ball is touching the ground. Put your movement inputs into an if statement like so:

if(grounded == false){
      float horizontal = Input.GetAxisRaw("Horizontal")
      float vertical = Input.GetAxisRaw("Vertical")

As for the grounded code, let me know if you don’t know how to do that and I can give you some help :slight_smile: