diff --git a/doc/classes/AnimatableBody2D.xml b/doc/classes/AnimatableBody2D.xml
index e0479f68288..0218325f8ff 100644
--- a/doc/classes/AnimatableBody2D.xml
+++ b/doc/classes/AnimatableBody2D.xml
@@ -8,6 +8,8 @@
When [AnimatableBody2D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
+ $DOCS_URL/tutorials/physics/physics_introduction.html
+ $DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html
diff --git a/doc/classes/AnimatableBody3D.xml b/doc/classes/AnimatableBody3D.xml
index f888ca14169..b18b8538e2d 100644
--- a/doc/classes/AnimatableBody3D.xml
+++ b/doc/classes/AnimatableBody3D.xml
@@ -8,6 +8,8 @@
When [AnimatableBody3D] is moved, its linear and angular velocity are estimated and used to affect other physics bodies in its path. This makes it useful for moving platforms, doors, and other moving objects.
+ $DOCS_URL/tutorials/physics/physics_introduction.html
+ $DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html
https://godotengine.org/asset-library/asset/2747
https://godotengine.org/asset-library/asset/2710
https://godotengine.org/asset-library/asset/2755
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index ede4d63cfc8..a45664bc4b6 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -8,6 +8,8 @@
For game objects that don't require complex movement or collision detection, such as moving platforms, [AnimatableBody2D] is simpler to configure.
+ $DOCS_URL/tutorials/physics/physics_introduction.html
+ $DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html
$DOCS_URL/tutorials/physics/kinematic_character_2d.html
$DOCS_URL/tutorials/physics/using_character_body_2d.html
https://godotengine.org/asset-library/asset/2719
diff --git a/doc/classes/CharacterBody3D.xml b/doc/classes/CharacterBody3D.xml
index 474adfc6ffe..ec3a9329acd 100644
--- a/doc/classes/CharacterBody3D.xml
+++ b/doc/classes/CharacterBody3D.xml
@@ -8,6 +8,8 @@
For game objects that don't require complex movement or collision detection, such as moving platforms, [AnimatableBody3D] is simpler to configure.
+ $DOCS_URL/tutorials/physics/physics_introduction.html
+ $DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html
$DOCS_URL/tutorials/physics/kinematic_character_2d.html
https://godotengine.org/asset-library/asset/2739
https://godotengine.org/asset-library/asset/2748
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index fa3bb941bf5..ca064db0746 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -8,6 +8,7 @@
$DOCS_URL/tutorials/physics/physics_introduction.html
+ $DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml
index 5019da35c82..6da20afa8f9 100644
--- a/doc/classes/PhysicsBody3D.xml
+++ b/doc/classes/PhysicsBody3D.xml
@@ -9,6 +9,7 @@
$DOCS_URL/tutorials/physics/physics_introduction.html
+ $DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 4266bab2a17..34b68b4f0d2 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -2328,7 +2328,8 @@
Enables [member Viewport.physics_object_picking] on the root viewport.
- Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid "spiral of death" situations where expensive physics simulations trigger more expensive simulations indefinitely. However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics/common/physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member physics/common/max_physics_steps_per_frame] if you have increased [member physics/common/physics_ticks_per_second] significantly above its default value.
+ Controls the maximum number of physics steps that can be simulated each rendered frame. The default value is tuned to avoid situations where the framerate suddenly drops to a very low value beyond a certain amount of physics simulation. This occurs because the physics engine can't keep up with the expected simulation rate. In this case, the framerate will start dropping, but the engine is only allowed to simulate a certain number of physics steps per rendered frame. This snowballs into a situation where framerate keeps dropping until it reaches a very low framerate (typically 1-2 FPS) and is called the [i]physics spiral of death[/i].
+ However, the game will appear to slow down if the rendering FPS is less than [code]1 / max_physics_steps_per_frame[/code] of [member physics/common/physics_ticks_per_second]. This occurs even if [code]delta[/code] is consistently used in physics calculations. To avoid this, increase [member physics/common/max_physics_steps_per_frame] if you have increased [member physics/common/physics_ticks_per_second] significantly above its default value.
[b]Note:[/b] This property is only read when the project starts. To change the maximum number of simulated physics steps per frame at runtime, set [member Engine.max_physics_steps_per_frame] instead.
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index 5661d1a2767..b75bf75f9d1 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -11,6 +11,8 @@
[b]Note:[/b] Changing the 2D transform or [member linear_velocity] of a [RigidBody2D] very often may lead to some unpredictable behaviors. If you need to directly affect the body, prefer [method _integrate_forces] as it allows you to directly access the physics state.
+ $DOCS_URL/tutorials/physics/physics_introduction.html
+ $DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html
https://godotengine.org/asset-library/asset/2725
https://godotengine.org/asset-library/asset/2716
diff --git a/doc/classes/RigidBody3D.xml b/doc/classes/RigidBody3D.xml
index dae904e2a39..615bcebd392 100644
--- a/doc/classes/RigidBody3D.xml
+++ b/doc/classes/RigidBody3D.xml
@@ -12,6 +12,7 @@
$DOCS_URL/tutorials/physics/physics_introduction.html
+ $DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html
https://godotengine.org/asset-library/asset/2752
https://godotengine.org/asset-library/asset/2747
diff --git a/doc/classes/StaticBody2D.xml b/doc/classes/StaticBody2D.xml
index e732d4d58fa..d94ead0f71f 100644
--- a/doc/classes/StaticBody2D.xml
+++ b/doc/classes/StaticBody2D.xml
@@ -9,6 +9,8 @@
[StaticBody2D] is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using [member constant_linear_velocity] and [member constant_angular_velocity]).
+ $DOCS_URL/tutorials/physics/physics_introduction.html
+ $DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html
diff --git a/doc/classes/StaticBody3D.xml b/doc/classes/StaticBody3D.xml
index a2a9a97bc1f..bb61e6e4fb7 100644
--- a/doc/classes/StaticBody3D.xml
+++ b/doc/classes/StaticBody3D.xml
@@ -9,6 +9,8 @@
[StaticBody3D] is useful for completely static objects like floors and walls, as well as moving surfaces like conveyor belts and circular revolving platforms (by using [member constant_linear_velocity] and [member constant_angular_velocity]).
+ $DOCS_URL/tutorials/physics/physics_introduction.html
+ $DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html
https://godotengine.org/asset-library/asset/2747
https://godotengine.org/asset-library/asset/2710
https://godotengine.org/asset-library/asset/2755
diff --git a/doc/classes/VehicleBody3D.xml b/doc/classes/VehicleBody3D.xml
index 5b790676590..ffa63e91c66 100644
--- a/doc/classes/VehicleBody3D.xml
+++ b/doc/classes/VehicleBody3D.xml
@@ -9,6 +9,8 @@
[b]Note:[/b] This class has known issues and isn't designed to provide realistic 3D vehicle physics. If you want advanced vehicle physics, you may have to write your own physics integration using [CharacterBody3D] or [RigidBody3D].
+ $DOCS_URL/tutorials/physics/physics_introduction.html
+ $DOCS_URL/tutorials/physics/troubleshooting_physics_issues.html
https://godotengine.org/asset-library/asset/2752