My Rigidbody FPS controller is falling very slow, please help!

My movement script:

How it looks for me: [1]
BTW, my gravity is set to -19,62.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PlayerMovement : MonoBehaviour
{
float playerHeight = 2f;

[SerializeField] Transform orientation;

[Header("Movement")]
[SerializeField] float moveSpeed = 6f;
[SerializeField] float airMultiplier = 0.4f;
float movementMultiplier = 10f;

[Header("Sprinting")]
[SerializeField] float walkSpeed = 8f;
[SerializeField] float sprintSpeed = 10f;
[SerializeField] float acceleration = 10f;

[Header("Jumping")]
public float jumpForce = 10f;

[Header("Keybinds")]
[SerializeField] KeyCode jumpKey = KeyCode.Space;
[SerializeField] KeyCode sprintKey = KeyCode.LeftShift;

[Header("Drag")]
[SerializeField] float groundDrag = 6f;
[SerializeField] float airDrag = 0f;

float horizontalMovement;
float verticalMovement;

[Header("Ground Detection")]
[SerializeField] Transform groundCheck;
[SerializeField] LayerMask groundMask;
[SerializeField] float groundDistance = 0.2f;
public bool isGrounded { get; private set; }

Vector3 moveDirection;
Vector3 slopeMoveDirection;

Rigidbody rb;

RaycastHit slopeHit;

private bool OnSlope()
{
    if (Physics.Raycast(transform.position, Vector3.down, out slopeHit, playerHeight / 2 + 0.5f))
    {
        if (slopeHit.normal != Vector3.up)
        {
            return true;
        }
        else
        {
            return false;
        }
    }
    return false;
}

private void Start()
{
    rb = GetComponent<Rigidbody>();
    rb.freezeRotation = true;
}

private void Update()
{
    isGrounded = Physics.CheckSphere(groundCheck.position, groundDistance, groundMask);

    MyInput();
    ControlDrag();
    ControlSpeed();

    if (Input.GetKeyDown(jumpKey) && isGrounded)
    {
        Jump();
    }

    slopeMoveDirection = Vector3.ProjectOnPlane(moveDirection, slopeHit.normal);
}

void MyInput()
{
    horizontalMovement = Input.GetAxisRaw("Horizontal");
    verticalMovement = Input.GetAxisRaw("Vertical");

    moveDirection = orientation.forward * verticalMovement + orientation.right * horizontalMovement;
}

void Jump()
{
    if (isGrounded)
    {
        rb.velocity = new Vector3(rb.velocity.x, 0, rb.velocity.z);
        rb.AddForce(transform.up * jumpForce, ForceMode.Impulse);
    }
}

void ControlSpeed()
{
    if (Input.GetKey(sprintKey) && isGrounded)
    {
        moveSpeed = Mathf.Lerp(moveSpeed, sprintSpeed, acceleration * Time.deltaTime);
    }
    else
    {
        moveSpeed = Mathf.Lerp(moveSpeed, walkSpeed, acceleration * Time.deltaTime);
    }
}

void ControlDrag()
{
    if (isGrounded)
    {
        rb.drag = groundDrag;
    }
    else
    {
        rb.drag = airDrag;
    }
}

private void FixedUpdate()
{
    MovePlayer();
}

void MovePlayer()
{
    if (isGrounded && !OnSlope())
    {
        rb.AddForce(moveDirection.normalized * moveSpeed * movementMultiplier, ForceMode.Acceleration);
    }
    else if (isGrounded && OnSlope())
    {
        rb.AddForce(slopeMoveDirection.normalized * moveSpeed * movementMultiplier, ForceMode.Acceleration);
    }
    else if (!isGrounded)
    {
        rb.AddForce(moveDirection.normalized * moveSpeed * movementMultiplier * airMultiplier, ForceMode.Acceleration);
    }
}

}

you are setting your air drag to 2f, thats pretty high. try 0.01f and go up from there

In the settings of your Rigidbody, you set the Drag equal to 2. In fact, this slows down the fall. Set it to zero and the drop will be faster.