Removing velocity in Z direction ,Stopping a player's velocity in Z direction

Hi, i just made my first game using Unity which was a lot of fun X). Because i’m really new to C# I really have no idea how to code by myself and needed some help.

So this is the script that im using for my player movement:

using UnityEngine;

public class Playermovement : MonoBehaviour {

// Use this for initialization
public Rigidbody rb;

public float forwardForce = 2000f;
public float SidewaysForce = 500f;


//awodhbfa
//lzcnvl;kmfsd
 void FixedUpdate ()
 {
        rb.AddForce(0, 0, forwardForce * Time.deltaTime);

    if ( Input.GetKey("d"))
    {
        rb.AddForce(SidewaysForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange );
    }
    if (Input.GetKey("a"))
    {
        rb.AddForce(-SidewaysForce * Time.deltaTime, 0, 0, ForceMode.VelocityChange);
    }

    if (rb.position.y < -1f)
        {
            FindObjectOfType<GameManager>().EndGame();
        }
      
} 

}

but when i go and play the game, the movement feels really sloppy and you feel like a drunk man getting forces of 100f in Z direction xd.
So what i was hoping that i could do was to add an if statement saying that if im not clicking A or D, set my speed in Z direction to 0. Does anyone know if this is possible?

Great to hear that you are liking unity!
To fix your problem you can try rigidbody constraints in the inspector. Rigidbody movement, can be really hard to create, so most people go for non-physics based that mimics physics based movement. You can try the character controller also: Unity - Scripting API: CharacterController