how to reset velocity.y

I am making a player movement script using character controller and my velocity.y keep increasing after hitting the ground ,How to reset my velocity to 0 in vector3 , my player velocity.y keep increasing even i hit a ground and is not resetting to 0f . help pls

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

public class PlayerMovement : MonoBehaviour
{
//character controller
public CharacterController controller;
//player movement Float
public float speed = 12f;
//player gravity Float
public float gravity = -19.62f;
//player distance between ground Float
public float groundDistance = 0.4f;
//transform for ground checking
public Transform groundCheck;
//to let it know what object to check for
public LayerMask groundMask;

//variables velocity
private Vector3 velocity;
private bool isGrounded;

// Update is called once per frame
void Update()
{
    //this part is configuring the ground check and if is not grounded
    isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
    if (isGrounded && velocity.y < 0)
    {
        velocity.y = 0f;
    }

    //movement controller
    float x = Input.GetAxis("Horizontal");
    float z = Input.GetAxis("Vertical");
    Vector3 move = transform.right * x + transform.forward * z;
    controller.Move(move * speed * Time.deltaTime);
    
    //gravity and velocity configure
    velocity.y += gravity * Time.deltaTime;
    controller.Move(velocity * Time.deltaTime);

}

}

From the informations you gave, I suppose this should work (once you reset the velocity to 0, the scripts goes on and increase its velocity in the end)

 //variables velocity
 private Vector3 velocity;
 private bool isGrounded;
 // Update is called once per frame
 void Update()
 {
     //this part is configuring the ground check and if is not grounded
     isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);
     if (isGrounded && velocity.y < 0)
     {
         velocity.y = 0f;
     }
     else
     {
         //gravity and velocity configure
         velocity.y += gravity * Time.deltaTime;
      }
     //movement controller
     float x = Input.GetAxis("Horizontal");
     float z = Input.GetAxis("Vertical");
     Vector3 move = transform.right * x + transform.forward * z;
     controller.Move(move * speed * Time.deltaTime);
     
     
     controller.Move(velocity * Time.deltaTime);
 }
}