Player rigidbody jumping continues infinitely

I have tried to implement jumping to my player object, but on hitting the jump key the player object flies into the air extremely quickly, with the Y coordinate infinitely increasing. I have tried changing the jump force but the same thing happens at all values down to a specific point, where the object will not jump at all.
I believe it is something to do with the way I have a max speed implemented for movement, but I can’t figure out exactly how to fix this.

public class PlayerMove : MonoBehaviour
{

    public float moveSpeed;
    public float maxSpeed;
    public float jumpForce;
    public float rotationSpeed;

    public bool jumpState;
    
    private Rigidbody rBody;
    private Vector3 inputVector;


    // Start is called before the first frame update
    void Start()
    {
        rBody = GetComponent<Rigidbody>();
        jumpState = false;
        
    }

    // Update is called once per frame
    void Update()
    {

        inputVector = new Vector3(Input.GetAxis("Horizontal")*moveSpeed, rBody.velocity.y, Input.GetAxis("Vertical")*moveSpeed);
        rBody.AddRelativeForce(inputVector, ForceMode.VelocityChange);

        if(rBody.velocity.magnitude > maxSpeed)
        {

            rBody.velocity = rBody.velocity.normalized * maxSpeed;

        }

        
        if (Input.GetKeyDown(KeyCode.Space) && !jumpState)
        {
            rBody.AddForce(Vector3.up * jumpForce, ForceMode.Impulse);
            jumpState = true;
        }
            

    }

    private void OnCollisionEnter(Collision collision)
    {
        if (collision.collider.gameObject.CompareTag("Ground"))
        {
            jumpState = false;
        }
    }


}

inputVector = new Vector3(Input.GetAxis(“Horizontal”)*moveSpeed, rBody.velocity.y, Input.GetAxis(“Vertical”)*moveSpeed);
rBody.AddRelativeForce(inputVector, ForceMode.VelocityChange);

Here, your inputVector is based on body velocity and then it adds relative force based on the inputVector which basically changes velocity so you are running in a circle - that’s why your object will fly away into space and beyond.