# GetAccumulatedForce(float)

> Returns the force that the Rigidbody has accumulated before the simulation step.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.5/script-reference/unityengine.md)
* **Assembly:** UnityEngine.PhysicsModule

```csharp
public Vector3 GetAccumulatedForce(float step)
```

### Parameters

**** (\[float]\(https\://learn.microsoft.com/dotnet/api/system.single)): The timestep of the next physics simulation.

### Returns

| Type                                                              | Description                                                                                                       |
| ----------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------- |
| [Vector3](/engine/6000.5/script-reference/unityengine/vector3.md) | Accumulated force expressed in [ForceMode.Force](/engine/6000.5/script-reference/unityengine/forcemode/force.md). |

### Remarks

The accumulated force is reset during each physics simulation step.

```csharp
using UnityEngine;

public class AddForceScript : MonoBehaviour
{
    private Rigidbody rigidbody;

    void Start()
    {
        rigidbody = GetComponent<Rigidbody>();
        rigidbody.useGravity = false;
    }

    private void FixedUpdate()
    {
        rigidbody.AddForce(Vector3.up * 10f, ForceMode.Impulse);
        var accumulatedForce = rigidbody.GetAccumulatedForce();
        rigidbody.AddForce(accumulatedForce * -1f, ForceMode.Force);
    }
}
```

In this example, the Rigidbody doesn't move.
