Gravity on a cube. walking around the cube like youd walk around the globe, you dont fall off the earth--you dont fall off the cube..

So ive asked this question before but each time i get a pretty useless answer because im apparently not being specific when i say i want gravity on a cube–i want to walk around the cube like youd walk around a sphere–i DO NOT want to fall off
The cube is a sphere except flat it has 6 sides and each side will have something on it, for example a house on each side, i want to walk into each house and say hi to the people in there and ask for a cup of sugar. i do not want to fall off this cube, i dont want to jump off this cube, i want to walk around it, let me say it again, i. want. to. walk. around. my. cube.
i dont care how its done, i want to walk around a cube. ive applied a rigid body to it like someone had suggested but low and behold i fell off so obviously this method doesnt work or it was poorly and half assed explained.
i dont know how i can be more specific then this, if for whatever reason this isnt specific, give it another read and use a bit more imagination. Im not being rude, ive asked the same question 5 times and i get either nothing or people looking it in black and white saying i wasnt technical enough. well im new give me a break and help me out.

Gravity in Unity assumes that your game is running on a flat terrain. So typically the ground is in the xz plane, and gravity is acting in a negative y axis. You’re using a terrain that is 6-sided on a cube. You will need to adjust the gravity direction each time your character moves from one cube side to another.

I woulg go like Graham Dunnett said. In pseudo-code, you would get something like that (in 2D for a simple explanation) :

vec2 playerPos;
vec2 cubeCenter;

vec2 playerDir = (playerPos-cubeCenter).normalized; // player position relative to the cube

if( abs(playerDir).x > abs(playerDir.y) )
{
    // The player is on a face on the left or the right

    if( playerDir.x > 0 ) // right
        gravity = ( -1, 0 ) // gravity push him left
    else // left
        gravity = ( 1, 0 ) // gravity push him right
}
else
{
    The Player is on a face on the top or the bottom

    if( playerDir.y > 0 ) // top
        gravity = ( 0, -1 ) // gravity push him down
    else // bottom
        gravity = ( 0, 1 ) // gravity push him up
}

However, beware the corners, it might need a little tweaking to go through them correctly (a lerp of the gravity so he start falling and then touch the ground for a nice effect)

Start with a sphere for conceptualising.

Apply a ‘downward’ force from each Object to the centre of the World depending on its orientation. Switch Gravity field off.

When that works switch to a cube and adjust as needed (by moving where the object ‘thinks’ the centre is).

Its easy.