Player Rotation to gravity

I am having a problem as the player will keep facing one direction other than rotate according to where he is on the planet. What can I add to solve this issue? For Gravity I followed Brackeys tutorial.

This is the script:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class GravityAttractor : MonoBehaviour
{

public static List<GravityAttractor> Attractors;
public Rigidbody2D rb;
const float G = 6.674f;
public bool attract;


void Awake()
{
    rb = GetComponent<Rigidbody2D>();
}
void FixedUpdate()
{
    foreach (GravityAttractor attractor in Attractors)
    {
        if (attractor != this)
        {
            Attract(attractor);

        }
    }
}

void OnEnable()
{
        if (Attractors == null)
        Attractors = new List<GravityAttractor>();
        Attractors.Add(this);

}

void OnDisable()
{
        Attractors.Remove(this);
   
}

public void Attract(GravityAttractor objToAttract)
{
    if (attract == true)
    {
        Rigidbody2D rbToAttract = objToAttract.rb;

        Vector2 direction = rb.position - rbToAttract.position;
        float distance = direction.magnitude;

        if (distance == 0f)
            return;

        float forceMagnitude = G * (rb.mass * rbToAttract.mass) / Mathf.Pow(distance, 2);
        Vector2 force = direction.normalized * forceMagnitude;


 
        rbToAttract.AddForce(force);
    }
    
}

}

Any help is appreciated!

You can use Quaternion.LookRotation(). Just give it your negative gravity vector as the up direction. I use Quaternion.Slerp here to smooth the rotation, but if you don’t need to smooth the rotation you can just set transform.rotation to the target rotation directly

public float speed;
    private Quaternion targetRotation;

    public void Attract(blahblah)
    {
        //Do your gravity calculation here
        Vector2 gravityDirection; //Use the direction you calculated
        targetRotation = Quaternion.LookRotation(rb.transform.forward, -1 * gravityDirection);
        rb.transform.rotation = Quaternion.Slerp(rb.transform.rotation, targetRotation, speed * Time.fixedDeltaTime);
    }