Depending on your needs, you may find the topic below helpful:
The solution to that topic is, however, not concerned with the usage of the gravity overrides of Area3D
. Instead, it computes the velocity that achieves constant circular motion i.e. gravitational acceleration is not considered. Given that you’re looking to implement a fish “swimming at a single depth”, I reckon the topic will be useful to you. However, in order to modify the “swim-depth” at run-time, the solution presented in the topic must be modified.
Let me know if you got any questions.