Why is my gameObject falling so slow?

I was testing out my own pathfinding script, and it worked, but only on the x axis, whenever the enemy falls, he falls super slowly, while all the other objects fall normally, could someone tell my why? I gravity turned on in the rigidbody menu, and it’s the same speed as everything else, so i don’t know why it does this.

Here’s my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SlimePathfinding : MonoBehaviour
{
    public float speed = 5f;

    public Transform target;
    public Rigidbody2D rb;

    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
    }


    void Update()
    {
        Vector2 currentPos = transform.position;
        Vector3 Scaler = transform.localScale;

        if (target.position.x > currentPos.x)
        {
            Scaler.x = -1;
            transform.localScale = Scaler;
            rb.velocity = transform.right * speed;
        }
        else
        {
            Scaler.x = 1;
            transform.localScale = Scaler;
            rb.velocity = transform.right * -1 * speed;
        }
    }
}

It’s because you’re setting the y velocity of the enemy to 0, which conflicts with how Unity’s physics system updates the velocity. I don’t know the details of how that works, but this rewritten Update should fix your issue:

void Update()
     {
         Vector2 currentPos = transform.position;
         Vector3 Scaler = transform.localScale;
         Vector2 velocity = rb.velocity; // Original velocity

         // The following if statements make it so the original velocity 
         // (as set by the physics system) is preserved, albeit with only
         // the movement on the x axis changed.
         if (target.position.x > currentPos.x)
         {
             Scaler.x = -1;
             transform.localScale = Scaler;
             velocity.x =  speed;
         }
         else
         {
             Scaler.x = 1;
             transform.localScale = Scaler;
             velocity.x = -speed;
         }

         rb.velocity = velocity; // With the new velocity decided, apply it to the Rigidbody2D
     }