Adjust Player Orientation according to gravity?

So I have a script where each seperate player has their own direction of gravity (based on their tag). Well when I start the game with the tag of player two I just fall to the ceiling but am still facing upward to I smack my face on the ceiling and when looking up I see the ceiling and down I see the floor. I need my orientation to adjust so that if i am player two, down is up and up is down.

#pragma strict

var playerTag = "";

function Start () {
	playerTag = transform.tag;
	
}

function Update(){

}

function FixedUpdate() {
	if(playerTag == "PlayerOne")
	{
		rigidbody.AddForce(Vector3(0.0, -9.81, 0.0), ForceMode.Acceleration);
	}
	else if(playerTag == "PlayerTwo")
	{
		rigidbody.AddForce(Vector3(0.0, 9.81, 0.0), ForceMode.Acceleration);
	}
	else if(playerTag == "PlayerThree")
	{
		rigidbody.AddForce(Vector3(0.0, 0.0, 9.81), ForceMode.Acceleration);
	}
	else if(playerTag == "PlayerFour")
	{
		rigidbody.AddForce(Vector3(0.0, 0.0, -9.81), ForceMode.Acceleration);
	}
	else if(playerTag == "PlayerFive")
	{
		rigidbody.AddForce(Vector3(9.81, 0.0, 0.0), ForceMode.Acceleration);
	}
	else if(playerTag == "PlayerSix")
	{
		rigidbody.AddForce(Vector3(-9.81, 0.0, 0.0), ForceMode.Acceleration);
	}
}

I tried using

if(playerTag == "PlayerTwo")
{
transform.Rotate(180, 0, 0);
}

in the start function but it didn’t work. Either it rotated initially but then immediately rotated back or it didn’t rotate at all. Not sure if you can use transform.Rotate on rigid bodies. Anyways, any help would be greatly appreciated.

figured it out guys… lol not that anybody even answered(oh well). For documentation and help for someone in the future this is what I did. I changed the Mouselook script to this.

[AddComponentMenu("Camera-Control/Mouse Look")]
public class GravityMouseLook : MonoBehaviour {

	private bool inverted = false;
	private string playerTag = "";
	private int playerRotation = 0;
	public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
	public RotationAxes axes = RotationAxes.MouseXAndY;
	public float sensitivityX = 15F;
	public float sensitivityY = 15F;

	public float minimumX = -360F;
	public float maximumX = 360F;

	public float minimumY = -60F;
	public float maximumY = 60F;

	float rotationY = 0F;

	void Update ()
	{
		if (axes == RotationAxes.MouseXAndY)
		{
			float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
			
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, rotationX, playerRotation);
		}
		else if (axes == RotationAxes.MouseX)
		{
			transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
		}
		else
		{
			rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
			rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
			
			transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
		}
	}
	
	void Start ()
	{
				// Make the rigid body not change rotation
				if (rigidbody)
						rigidbody.freezeRotation = true;

				playerTag = transform.tag;

				if (playerTag == "PlayerOne") {
						playerRotation = 0;
				} else if (playerTag == "PlayerTwo") {
						playerRotation = 180;
			inverted = true;
				}
		if (inverted == true) {
			sensitivityY = -sensitivityY;
			sensitivityX = -sensitivityX;
				}
		}
}