Zero out character velocity?


I’ve got a character that can jump and trigger a climb state where the character is clinging on to say a window or something.
What I do is Vector3.float the character from where it is, to a climb-position.

When I then press SPACE (jump), I want the character to jump up (or left/right, down depending on what the player inputs along with SPACE).

But right now, when the character detaches from the climb-position, it sort of continues on the path it had when jumping into the trigger.

Is there a way for me to stop or zero out the acceleration of the character that is seems to have, so that when I then later want to jump it starts out fresh from the climb-position?


yield WaitForFixedUpdate(); // Or do it in FixedUpdate
rigidbody.velocity =;