diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 30438be18b7..4cbc3f99532 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -139,6 +139,7 @@
Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body (by default only on floor) rather than stop immediately. If the other body is a [CharacterBody2D] or [RigidBody2D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
The general behavior and available properties change according to the [member motion_mode].
@@ -194,6 +195,7 @@
Current velocity vector in pixels per second, used and modified during calls to [method move_and_slide].
+ This property should not be set to a value multiplied by [code]delta[/code], because this happens internally in [method move_and_slide]. Otherwise, the simulation will run at an incorrect speed.
Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. This property only affects movement when [member motion_mode] is [constant MOTION_MODE_FLOATING].
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 474adfc6ffe..4d20e9686f9 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -131,6 +131,7 @@
Moves the body based on [member velocity]. If the body collides with another, it will slide along the other body rather than stop immediately. If the other body is a [CharacterBody3D] or [RigidBody3D], it will also be affected by the motion of the other body. You can use this to make moving and rotating platforms, or to make nodes push other nodes.
+ This method should be used in [method Node._physics_process] (or in a method called by [method Node._physics_process]), as it uses the physics step's [code]delta[/code] value automatically in calculations. Otherwise, the simulation will run at an incorrect speed.
Modifies [member velocity] if a slide collision occurred. To get the latest collision call [method get_last_slide_collision], for more detailed information about collisions that occurred, use [method get_slide_collision].
When the body touches a moving platform, the platform's velocity is automatically added to the body motion. If a collision occurs due to the platform's motion, it will always be first in the slide collisions.
Returns [code]true[/code] if the body collided, otherwise, returns [code]false[/code].
@@ -185,6 +186,7 @@
Current velocity vector (typically meters per second), used and modified during calls to [method move_and_slide].
+ This property should not be set to a value multiplied by [code]delta[/code], because this happens internally in [method move_and_slide]. Otherwise, the simulation will run at an incorrect speed.
Minimum angle (in radians) where the body is allowed to slide when it encounters a slope. The default value equals 15 degrees. When [member motion_mode] is [constant MOTION_MODE_GROUNDED], it only affects movement if [member floor_block_on_wall] is [code]true[/code].