diff --git a/doc/classes/TileMapLayer.xml b/doc/classes/TileMapLayer.xml
index fb9ec98cee2..2e3913be58f 100644
--- a/doc/classes/TileMapLayer.xml
+++ b/doc/classes/TileMapLayer.xml
@@ -116,6 +116,7 @@
Returns the coordinates of the physics quadrant (see [member physics_quadrant_size]) for given physics body [RID]. Such an [RID] can be retrieved from [method KinematicCollision2D.get_collider_rid], when colliding with a tile.
+ [b]Note:[/b] Higher values of [member physics_quadrant_size] will make this function less precise. To get the exact cell coordinates, you need to set [member physics_quadrant_size] to [code]1[/code], which disables physics chunking.
@@ -314,7 +315,7 @@
The [TileMapLayer]'s physics quadrant size. Within a physics quadrant, cells with similar physics properties are grouped together and their collision shapes get merged. [member physics_quadrant_size] defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together [code]16 * 16 = 256[/code] tiles.
[b]Note:[/b] As quadrants are created according to the map's coordinate system, the quadrant's "square shape" might not look like square in the [TileMapLayer]'s local coordinate system.
- [b]Note:[/b] This impacts the value returned by [method get_coords_for_body_rid].
+ [b]Note:[/b] This impacts the value returned by [method get_coords_for_body_rid]. Higher values will make that function less precise. To get the exact cell coordinates, you need to set [member physics_quadrant_size] to [code]1[/code], which disables physics chunking.
The [TileMapLayer]'s rendering quadrant size. A quadrant is a group of tiles to be drawn together on a single canvas item, for optimization purposes. [member rendering_quadrant_size] defines the length of a square's side, in the map's coordinate system, that forms the quadrant. Thus, the default quadrant size groups together [code]16 * 16 = 256[/code] tiles.