Answers for "How could I simulate planetary gravity that has an orbit point?"
http://answers.unity.com/questions/701618/how-could-i-simulate-planetary-gravity-that-has-an.html
The latest answers for the question "How could I simulate planetary gravity that has an orbit point?"Answer by Clet_
http://answers.unity.com/answers/701631/view.html
Obviously, you'll need to implement your own physics and get rid of all the PhysX built-in gravity.
The trick with planetary-like gravity, is that it's somewhat easy to simulate for perfectly spheric planet, but get relatively hard for non-spheric planets.
For a perfectly spheric planet, all you need to do is to apply the "down force" towards the gravity centre and any jump force in the opposite direction. Such direction can be calculated with
Vector3 gravityDirection = (planet.gravityCenter.position - player.transform.position).normalized;
assuming that planet.gravityCenter is a Transform.
If you want realistic-ish physics, I'd suggest to look into [Newton's Law of Universal Gravitation] [1], which takes into account the mass of the 2 objects attracting each other and the distance from each other
[1]: http://en.wikipedia.org/wiki/Newton's_law_of_universal_gravitationMon, 05 May 2014 23:51:48 GMTClet_