Vector3 orthogonal to plane

Mathemagicians to the rescue!

A sphere collides with a plane. Now I need to correct collision.relativeVelocity.magnitude to the proportion that is orthogonal to the plane.

I know Vector3 has some static methods that can calculate such things, but I have no idea what to use and how exactly.

planeNormal * Vector3.Dot(planeNormal, velocity) will give you the velocity towards that plane

Thank you for the ultrafast reply! How would you change the following code? I do need a float in the end. Sorry, I’m oviously a noob.
Your help is appreciated a lot!

using UnityEngine;

public class AkRtpcAndAudio : MonoBehaviour
{
    private float Force;

    private void OnCollisionEnter(Collision collision)
    {
        Force = collision.relativeVelocity.magnitude;
        Debug.Log(Force);
    }
}

mhh i think OnCollisionEnter happens after collision so you dont even have the right values anymore. could be wrong, its just out to the top of my head and i cant take a look at it right now so maybe someone else can help continue here?