Unreal Z-axis independent gravity

Unity? From what I saw there you still had to implement it into PhysX in a super hacky way.

I don’t personally need it myself right now, but it would undoubtedly be a huge asset to the engine.

So my two cents are that it would be awesome if you could just do a rundown here about where you made your changes and a general sense of what you did, even if you can’t share your code directly.