The rigidbody 2d has a gravity scale to affect falling acceleration. The rigidbody 3d does not have this. I have many rigidbody 3d which I would like to fall at different speeds. It seems the simplest way would be to assign a gravity scale and let the game engine/physics system control this. Other game engines have this functionality, but not Unity. Does anyone know why this is? What is the work-around to this limitation? This has been puzzling me for a while now. Thanks.