control object rigidbody individualy ?

i have two objects that use rigidbody , and 1 onbject has certain gravity twists it falls left and right , so when object 1 falls to the left/right , object 2 falls accordingly which is not wanted , so how can set this sideway gravity to control one object only ?
like every object that uses rigidbody will be influenced by the gravity of object 1
heres a sample code :

  if (transform.position.x > 0)
            {
                Physics2D.gravity = new Vector2(10f, 0);

            }
            else if (transform.position.x < 0)
            {
                Physics2D.gravity = new Vector2(-10f, 0);

            }

In order not to change the gravity for all objects at once, it is necessary to implement your gravity for each object separately. This script does this:

using UnityEngine;

[RequireComponent(typeof(Rigidbody2D))]
public class YourGravity : MonoBehaviour
{
    // gravity when the object is in the positive x-axis
    public Vector2 gravity = Vector2.left * 9.81f;
    Rigidbody2D selfRigidbody2D;

    void Start()
    {
        // get the physical component
        selfRigidbody2D = GetComponent<Rigidbody2D>();

        // disable built-in gravity
        selfRigidbody2D.gravityScale = 0;

        // to make our gravity look smooth, turn on interpolation.
        selfRigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
    }

    void FixedUpdate()
    {
        if (transform.position.x > 0)
        {
            selfRigidbody2D.velocity += gravity * Time.fixedDeltaTime;

        }
        else if (transform.position.x < 0)
        {
            selfRigidbody2D.velocity -= gravity * Time.fixedDeltaTime;
        }
    }
}

_
EDITED:

If you need to change the gravity for one object when you release the left mouse button, then the script must be changed:

using UnityEngine;

[RequireComponent(typeof(Rigidbody2D))]
public class YourGravity : MonoBehaviour
{
    // gravity when the object is in the positive x-axis
    public Vector2 gravity = Vector2.left * 9.81f;
    Rigidbody2D selfRigidbody2D;

    bool isClickedOnThisObject;

    void Start()
    {
        // get the physical component
        selfRigidbody2D = GetComponent<Rigidbody2D>();

        // disable built-in gravity
        selfRigidbody2D.gravityScale = 0;

        // to make our gravity look smooth, turn on interpolation.
        selfRigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
    }

    private void Update()
    {
        // Processing of keystrokes and mouse clicks
        // should always be done in the Update () function.

        //In this condition, we check if the player pressed
        //the given object and released the left mouse button.
        //If yes, then we change the gravity of this object.

        if (isClickedOnThisObject && Input.GetMouseButtonUp(0))
        {
            isClickedOnThisObject = false;
            gravity *= -1;
        }
    }

    void FixedUpdate()
    {
        // Physical calculations should always be done
        // in the FixedUpdate() function.

        selfRigidbody2D.velocity += gravity * Time.fixedDeltaTime;
    }

    private void OnMouseDown()
    {
        // Here we use the OnMouseDown() function, because
        // the OnMouseUp() function is called on all objects,
        // regardless of the location of the cursor.

        isClickedOnThisObject = true;
    }
}