Unity 3D object VS ProBuilder object – physics

I recently got into Unity and have been developing a game with a co-worker. Long story short I was thinking about using Blender for the 3d models but found about ProBuilder and gave it a shot. Here’s my problem/question…

Take this code for test:

 public Rigidbody rigiBody;  [Range(200,800)] public float jumpForce;  // Start is called before the first frame update void Awake() {     rigiBody = GetComponent<Rigidbody>(); }  // Update is called once per frame void Update() {     if(Input.GetButtonDown("Jump"))     {         rigiBody.AddForce(Vector3.up * jumpForce, ForceMode.Force);     } } 

When I create a 3D object within Unity (r-click on hierarchy panel -> 3d object -> sphere, Scale[x:1,y:1,z:1]) and add a rigid body component and the script above the sphere jump feel just about right.

When using a ProBuilder object (New Shape Tool -> Cone [Radius: .5, Height: 2, Number of Sides: 32] -> Build Cone) and and add a rigid body component and the script above the cone just drop very fast and the jump force applied almost don’t have any impact on it. Rigid Body’s settings are default for both objects. Is there anything that I need to add extra to a ProBuilder object in order to make it behave like Unity’s 3d objects?

Thanks in advance.