rigidbody2D.moverotation keeps increasing

Hi,

I’m trying to throw a ball with given spin value and speed but after bouncing the moverotation keeps increasing. Is there a way to decrease it after bouncing? The gravity and mass are active, I use a physic material with a friction at 1 on both objects, the ball and the collider but it doesn’t change a thing. I’d like it to decrease slowly but I couldn’t find a way to do it. Here is the code for the ball :

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

public class objSpin3 : MonoBehaviour
{
    public float spinz = 0;
    Rigidbody2D Rb3;
    bool spacepressed = false;

    private void Start()
    {
        Rb3 = GetComponent<Rigidbody2D>();
    }
    void FixedUpdate()
    {
        if (Input.GetKey(KeyCode.RightArrow))
        {
            spinz = spinz - 20;
        }
        if (Input.GetKey(KeyCode.LeftArrow))
        {
            spinz = spinz + 20;
        }

        Rb3.MoveRotation(Rb3.rotation + Time.fixedDeltaTime * spinz);
        Debug.Log(Rb3.rotation + " & " + Time.fixedDeltaTime * spinz);

        if (Input.GetKey(KeyCode.Space))
        {
            if (spacepressed == false)
            {
                Rb3.gravityScale = 1; //0 by default
                Rb3.AddForce(new Vector2(500, 500));
                spacepressed = true;
            }
        }
    }
}

I just don’t understand why it goes on increasing although I don’t press left or right arrow anymore. If I turn spinz to 0 after pressing space, it completely stops the rotation.

The problem is that I want to keep the spin when we press nothing, before throwing the ball with space. If I use the Rb3.MoveRotation when a key is pressed only it stops spinning completely when nothing is pressed.