Adding a force to RigidBody2d - Velocity returns 0

I’e been working on making a type of planetary gravity in my 2D game. I’ve made a center of gravity, and attached this script to the RigidBody2D that’s supposed to be attracted to this center. I’ve removed the ability for this RididBody2D to use the natural gravity from the Physics Engine.

 //The gravity centre
    public Transform ring;
    

    public float gravityStrength;

    Rigidbody2D myRB;

    void Start()
    {
        myRB = GetComponent<Rigidbody2D>();
    }
	
	// Update is called once per frame
	void FixedUpdate () {
        attract();
	}

    void attract()
    {
        //Pulling the object down
        Vector3 downDirection = (transform.position - ring.position).normalized;
        myRB.AddForce(downDirection * gravityStrength);

        Debug.Log(myRB.velocity);

        //Keeping the object upright
        Quaternion targetRotation = Quaternion.FromToRotation(transform.up, downDirection) * transform.rotation;
        transform.rotation = targetRotation;
    }

However, for some reason, the object doesn’t seem to accelerate when it falls towards this centre of gravity (which is also slow for some reason), which isn’t very realistic for gravity. I want to fix this acceleration issue, but I can’t even debug the velocity of the rigidbody. It return 0 all the time. Any idea why?

I’m going to assume it has to deal with your Vector3 downDirection not working good with your addforce.

From what you’re explaining it’s sounding like you want it to sorta work like a blackhole, the player falls towards the ring. Which if that’s the case you can do an inverse explosive force. (Just google “Unity Explosive Force”) and just change the value to a negative number, so instead of blowing the player outward you can give it a suction like force that gravitationally tries to pull it to an object.

It’s technically a Vector3, but you can just leave the Z axis at 0 or where-ever you have them at.
E.G. Vector3(SomePos,SomePos,0);