How to slow down and finally stop an object subjected to AddForce?PLEASE help!!!!

rb.AddForce(transform.forward*thrust,ForceMode.Impulse);

Increase the Drag value in the Rigidbody Component of the GameObject66438-screenshot-6.jpg

hey @harshit sharma
I needed to get this thing in past what you’re trying to achieve right now. I did it like this.
You need to increase a drag of rigid body in order to slow it down and finally stop it. so Call a coroutine right after you add force to rigid body.

Here is some code:

	void ForceToRigidBody(){
		rb.AddForce(transform.forward*thrust,ForceMode.Impulse);
		StartCoroutine(AddDrag());
	}

	IEnumerator AddDrag(){

		float current_drag = 0;

		while(current_drag < maxDrag){
			current_drag += Time.deltaTime * mul;
			rb.drag = current_drag;
			yield return null;
		}

		rb.velocity = Vector3.zero;
		rb.angularVelocity = Vector3.zero;
		rb.drag = 0;
	}

Tweak these values of maximum drag and multiplayer as you see fit.