RigidBody AddForce not pushing rb to forward when adding angularVelocity

I need to rotate a RigidBody from a script that is pushed by an AddForce(, ForceMode.VelocityChange) from another script. So far, angularVelocity is making the RigidBody rotate, but somehow the AddForce and angularVelocity doesn’t mix as I hoped it would. What happens is that the RigidBody rotates in place and is still following it’s initial trajectory.

My code for AddForce is;

rb.AddForce(transform.forward * projectileSpd * Time.deltaTime, ForceMode.VelocityChange);

And this is my code that uses angularVelocity;

 void SeekTarget(){
	rb = gameObject.GetComponent<Rigidbody>();
	Vector3 turnDir = closestTarget.transform.position - rb.position;
	turnDir.Normalize();

	float rotateAmt = Vector3.Cross(turnDir, transform.forward).y;
	rb.angularVelocity = rb.transform.up * -rotateAmt * turnSpd * Time.deltaTime;
}

Both of them are called in FixedUpdate

UPDATE:

I’m adding I bit more detail so you guys can visualize my dilemma. So, here is how I made my projectile.

Projectile prefab
--Projectile handler script
  |--rb.AddForce
--Seek handler script
  |--rb.angularVelocity

My function for firing the projectile

void FireProjectile(GameObject projectile){
	Rigidbody rb = projectile.AddComponent<Rigidbody>();
	rb.useGravity = false;

	ProjectileHandler projectileHandler = projectile.GetComponent<ProjectileHandler>();
	projectileHandler.mSpeed = projectileSpd;
	
	rb.AddRelativeForce(Vector3.forward * projectileSpd * Time.deltaTime, ForceMode.VelocityChange);
	projectile.transform.parent = null;
}

So, I think, being that the rb of the both scripts are the same, AddForce and angularVelocity should mix. Unfortunately, it doesn’t. Btw, I get the projectile from a pool before I fire it, which I parent to the “gun”.

I remembered something. I don’t have a RigidBody initially on the prefab itself. Because the projectile GameObject doesn’t follow it’s “gun” parent if it initially do IIRC. So what I did is, if I’m about to fire the projectile, I’ll do a ‘AddComponent()’ then AddForce on that rb. But still, seek handler script would get the same rb, right?

This is the video of how my game is currently working. Sorry for it being quite late. The white cylinder is what the projectile should point towards to. my case demo.mp4 - Google Drive

If you call rb.AddForce() from another script, transform.forward is forward for the object the script is called from (assuming it is on another GameObject). You would need to use the Transform of the projectile or use rb.AddRelativeForce(Vector3.forward * projectileSpd * Time.deltaTime, ForceMode.VelocityChange)