Quick answer: Disable per-rigidbody useGravity (or zero Physics.gravity) and apply your own gravity acceleration every FixedUpdate, so only one gravity vector acts on each body.
When objects in a gravity-flip room fall diagonally or partly toward the floor, two gravities are stacking: the engine's downward pull plus your custom direction. You must turn one off. Here is how to fix it.
How to fix it
1. Disable built-in gravity
Set rb.useGravity = false on every body in the custom zone so Unity stops adding world-down gravity, leaving you in full control of the acceleration.
2. Apply your own gravity
In FixedUpdate, call rb.AddForce(gravityDir * g, ForceMode.Acceleration) with your chosen direction and magnitude so the body accelerates only the way you intend.
3. Align the body to the field
Optionally rotate the body (or character up-vector) toward -gravityDir so it lands feet-first and the controller's ground checks use the correct up direction.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.