rigidbody.isKinematic = true;
Will cause your rigidbody to cease calculating. If you set it to true again, it will pick right back up where it left off :)
So yes, isKinematic will pause your rigidbdy if that is what you want.
rigidbody.isKinematic = true;
rigidbody.anglarVelocity = Vector3.zero;//try Quaternion.identity if this gives you any issues
rigidbody.velocity = Vector3.zero;
If you want to stop it completely
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