diff --git a/doc/classes/PhysicsMaterial.xml b/doc/classes/PhysicsMaterial.xml
index 1582fcc89a9..73f14161725 100644
--- a/doc/classes/PhysicsMaterial.xml
+++ b/doc/classes/PhysicsMaterial.xml
@@ -14,7 +14,7 @@
- The body's bounciness.
+ The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index dd9bcecfb33..a7057894139 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -126,7 +126,8 @@
Lock the body's movement in the Z axis.
- RigidBody's bounciness.
+ The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
+ Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
If [code]true[/code], the RigidBody will not calculate forces and will act as a static body while there is no movement. It will wake up when forces are applied through other collisions or when the [code]apply_impulse[/code] method is used.
@@ -146,6 +147,7 @@
The body's friction, from 0 (frictionless) to 1 (max friction).
+ Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
This is multiplied by the global 3D gravity setting found in [b]Project > Project Settings > Physics > 3d[/b] to produce RigidBody's gravity. For example, a value of 1 will be normal gravity, 2 will apply double gravity, and 0.5 will apply half gravity to this object.
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 43fc5704aa0..907a82d51d8 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -127,7 +127,8 @@
The body's total applied torque.
- The body's bounciness.
+ The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
+ Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
If [code]true[/code], the body will not calculate forces and will act as a static body if there is no movement. The body will wake up when other forces are applied via collisions or by using [method apply_impulse] or [method add_force].
@@ -147,6 +148,7 @@
The body's friction. Values range from [code]0[/code] (frictionless) to [code]1[/code] (maximum friction).
+ Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
Multiplies the gravity applied to the body. The body's gravity is calculated from the [b]Default Gravity[/b] value in [b]Project > Project Settings > Physics > 2d[/b] and/or any additional gravity vector applied by [Area2D]s.
diff --git a/doc/classes/StaticBody.xml b/doc/classes/StaticBody.xml
index b3243a4fca7..878d76a2e37 100644
--- a/doc/classes/StaticBody.xml
+++ b/doc/classes/StaticBody.xml
@@ -14,7 +14,8 @@
- The body's bounciness.
+ The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
+ Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
The body's constant angular velocity. This does not rotate the body, but affects other bodies that touch it, as if it was in a state of rotation.
@@ -24,6 +25,7 @@
The body's friction, from 0 (frictionless) to 1 (full friction).
+ Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].
diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml
index c039b7888c2..4522a50557d 100644
--- a/doc/classes/StaticBody2D.xml
+++ b/doc/classes/StaticBody2D.xml
@@ -14,6 +14,7 @@
The body's bounciness. Values range from [code]0[/code] (no bounce) to [code]1[/code] (full bounciness).
+ Deprecated, use [member PhysicsMaterial.bounce] instead via [member physics_material_override].
The body's constant angular velocity. This does not rotate the body, but affects colliding bodies, as if it were rotating.
@@ -23,6 +24,7 @@
The body's friction. Values range from [code]0[/code] (no friction) to [code]1[/code] (full friction).
+ Deprecated, use [member PhysicsMaterial.friction] instead via [member physics_material_override].