My rigidbody 3d very slowly floats downwards with a controlled velocity script

so i got help from someone about a cube maintaining a constant speed and now my cube gently floats down i have a jump script and the velocity script here are both

Jump Script:

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(Rigidbody))]
public class NewBehaviourScript : MonoBehaviour
{

    public Vector3 jump;
    public float jumpForce = 20.0f;

    public bool isGrounded;
    Rigidbody rb;
    void Start()
    {
        rb = GetComponent<Rigidbody>();
        jump = new Vector3(0.0f, 2.0f, 0.0f);
    }

    void OnCollisionStay()
    {
        isGrounded = true;
    }

    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Space) && isGrounded)
        {

            rb.AddForce(jump * jumpForce, ForceMode.Impulse);
            isGrounded = false;
        }
    }
}

Velocity Script:

using UnityEngine;




public class Exist : MonoBehaviour {

    public Rigidbody rigidbody;


    // Use this for initialization
    void Start () {
		
	}
	
	// Update is called once per frame
	void Update () {
      rigidbody.velocity = new Vector3(0, Physics.gravity.y, 700) * Time.deltaTime;
    }
}

Hey there,

you should change your update function in the velocity script in something like this:

     void Update () {
       rigidbody.velocity = new Vector3(0, rigidbody.velocity.y, 700) * Time.deltaTime;
     }

if your body turns around x or z this might not work out as planned. But if it just stays in its initial orientation this should work.

Velocity is your current movement in units per second.

Meanwhile, Physics.gravity is an acceleration force applied to physics-enabled objects using it. This means that if you begin with zero velocity, then after 1 second of acceleration, your velocity will be up to the value of Physics.gravity (i.e. (0, -9.81, 0)).

By setting your velocity equal to gravity, your velocity (downward) becomes a constant rate, with no acceleration up or down into it. Furthermore, by multiplying that value by Time.deltaTime, you’re reducing your vertical speed down to approximately -9.81/50.0.