unity – Prevent Player from Moving During Jump

I am new to Unity, and am trying to make a simple 2D platformer from this video, and I am trying to modify it to prevent the player from being able to switch directions during a jump. Right now, you can jump and then move. I want to freeze the left/right player controls and give control of the players location FULLY to the rigidbody. Can anyone help? I can update with any additional info y’all need.

Here is my player controller script:


using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerController : MonoBehaviour
{
    private Rigidbody2D rb;
    public float speed;
    public float jumpForce;
    private float moveInput;

    private bool isGrounded;
    public Transform feetPos;
    public float checkRadius;
    public LayerMask whatIsGround;
    private bool upKeyPressed;
    private bool upKeyHeld;
    private bool upKeyUp;

    private float jumpTimeCounter;
    public float jumpTime;
    private bool isJumping;

    
    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
    }

    void FixedUpdate()
    {
        moveInput = Input.GetAxisRaw("Horizontal");
        rb.velocity = new Vector2(moveInput * speed, rb.velocity.y);
    }

    void Update() {
        isGrounded = Physics2D.OverlapCircle(feetPos.position, checkRadius, whatIsGround);

        upKeyPressed = Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow);
        upKeyHeld = Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow);
        upKeyUp = Input.GetKeyUp(KeyCode.W) && Input.GetKeyUp(KeyCode.UpArrow);

        if(moveInput > 0 && isGrounded == true) {
            transform.eulerAngles = new Vector3(0, 0, 0);
        } else if(moveInput < 0 && isGrounded == true) {
            transform.eulerAngles = new Vector3(0, 180, 0);
        }

        if(isGrounded == true && upKeyPressed) {
            isJumping = true;
            jumpTimeCounter = jumpTime;
            rb.velocity = Vector2.up * jumpForce;
        }
        
        if(upKeyHeld && isJumping == true) {

            if(jumpTimeCounter > 0) {
                rb.velocity = Vector2.up * jumpForce;
                jumpTimeCounter -= Time.deltaTime;
            } else {
                isJumping = false;
            }
            
        }

        if(Input.GetKeyUp(KeyCode.UpArrow)) {
            isJumping = false;
        }
    }
}
```