diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index 8b251a184fd..e98c0af0d96 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -97,10 +97,10 @@
If [code]true[/code], the area's audio bus overrides the default audio bus.
- The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask].
+ The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this area scans to determine collision detection.
+ The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
diff --git a/doc/classes/Area3D.xml b/doc/classes/Area3D.xml
index a94cecd8791..ad9eff3a64d 100644
--- a/doc/classes/Area3D.xml
+++ b/doc/classes/Area3D.xml
@@ -96,10 +96,10 @@
If [code]true[/code], the area's audio bus overrides the default audio bus.
- The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask].
+ The area's physics layer(s). Collidable objects can exist in any of 32 different layers. A contact is detected if object A is in any of the layers that object B scans, or object B is in any layers that object A scans. See also [member collision_mask]. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this area scans to determine collision detection.
+ The physics layers this area scans to determine collision detection. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The area's gravity intensity (ranges from -1024 to 1024). This value multiplies the gravity vector. This is useful to alter the force of gravity without altering its direction.
diff --git a/doc/classes/ClippedCamera3D.xml b/doc/classes/ClippedCamera3D.xml
index 58ecec828d0..de90247536a 100644
--- a/doc/classes/ClippedCamera3D.xml
+++ b/doc/classes/ClippedCamera3D.xml
@@ -90,7 +90,7 @@
If [code]true[/code], the camera stops on contact with [PhysicsBody3D]s.
- The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected.
+ The camera's collision mask. Only objects in at least one collision layer matching the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The camera's collision margin. The camera can't get closer than this distance to a colliding object.
diff --git a/doc/classes/PhysicsBody2D.xml b/doc/classes/PhysicsBody2D.xml
index 4c84f9c0403..ca42f5801af 100644
--- a/doc/classes/PhysicsBody2D.xml
+++ b/doc/classes/PhysicsBody2D.xml
@@ -80,10 +80,10 @@
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this area scans for collisions.
+ The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
diff --git a/doc/classes/PhysicsBody3D.xml b/doc/classes/PhysicsBody3D.xml
index 7dd2e5826a3..7de65603f9d 100644
--- a/doc/classes/PhysicsBody3D.xml
+++ b/doc/classes/PhysicsBody3D.xml
@@ -80,10 +80,10 @@
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the [member collision_mask] property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this area scans for collisions.
+ The physics layers this area scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
diff --git a/doc/classes/PhysicsShapeQueryParameters2D.xml b/doc/classes/PhysicsShapeQueryParameters2D.xml
index 63e13954abb..93ca684b95a 100644
--- a/doc/classes/PhysicsShapeQueryParameters2D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters2D.xml
@@ -18,7 +18,7 @@
If [code]true[/code], the query will take [PhysicsBody2D]s into account.
- The physics layer(s) the query will take into account (as a bitmask).
+ The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The list of objects or object [RID]s that will be excluded from collisions.
diff --git a/doc/classes/PhysicsShapeQueryParameters3D.xml b/doc/classes/PhysicsShapeQueryParameters3D.xml
index f4191d48626..167fb31bb38 100644
--- a/doc/classes/PhysicsShapeQueryParameters3D.xml
+++ b/doc/classes/PhysicsShapeQueryParameters3D.xml
@@ -18,7 +18,7 @@
If [code]true[/code], the query will take [PhysicsBody3D]s into account.
- The physics layer(s) the query will take into account (as a bitmask).
+ The physics layer(s) the query will take into account (as a bitmask). See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The list of objects or object [RID]s that will be excluded from collisions.
diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml
index 44c427831f0..db4b9a03834 100644
--- a/doc/classes/RayCast2D.xml
+++ b/doc/classes/RayCast2D.xml
@@ -133,7 +133,7 @@
If [code]true[/code], collision with [PhysicsBody2D]s will be reported.
- The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
+ The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
If [code]true[/code], collisions will be reported.
diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml
index 7dadd580061..1e61664a7d9 100644
--- a/doc/classes/RayCast3D.xml
+++ b/doc/classes/RayCast3D.xml
@@ -136,7 +136,7 @@
If [code]true[/code], collision with [PhysicsBody3D]s will be reported.
- The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected.
+ The ray's collision mask. Only objects in at least one collision layer enabled in the mask will be detected. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
If [code]true[/code], collisions will be reported.
diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml
index 149f597c4c6..d3ab9555706 100644
--- a/doc/classes/SoftBody3D.xml
+++ b/doc/classes/SoftBody3D.xml
@@ -82,10 +82,10 @@
The physics layers this SoftBody3D is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this SoftBody3D scans for collisions.
+ The physics layers this SoftBody3D scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
diff --git a/doc/classes/SpringArm3D.xml b/doc/classes/SpringArm3D.xml
index 15caff9eebd..3ffdbebae83 100644
--- a/doc/classes/SpringArm3D.xml
+++ b/doc/classes/SpringArm3D.xml
@@ -47,7 +47,7 @@
- The layers against which the collision check shall be done.
+ The layers against which the collision check shall be done. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
When the collision check is made, a candidate length for the SpringArm3D is given.
diff --git a/doc/classes/TileMap.xml b/doc/classes/TileMap.xml
index 82eb3052037..2780545f555 100644
--- a/doc/classes/TileMap.xml
+++ b/doc/classes/TileMap.xml
@@ -287,10 +287,10 @@
Friction value for static body collisions (see [code]collision_use_kinematic[/code]).
- The collision layer(s) for all colliders in the TileMap.
+ The collision layer(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The collision mask(s) for all colliders in the TileMap.
+ The collision mask(s) for all colliders in the TileMap. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
If [code]true[/code], TileMap collisions will be handled as a kinematic body. If [code]false[/code], collisions will be handled as static body.
diff --git a/modules/csg/doc_classes/CSGShape3D.xml b/modules/csg/doc_classes/CSGShape3D.xml
index 43ce988c302..dac556c7f14 100644
--- a/modules/csg/doc_classes/CSGShape3D.xml
+++ b/modules/csg/doc_classes/CSGShape3D.xml
@@ -71,10 +71,10 @@
The physics layers this area is in.
Collidable objects can exist in any of 32 different layers. These layers work like a tagging system, and are not visual. A collidable can use these layers to select with which objects it can collide, using the collision_mask property.
- A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A.
+ A contact is detected if object A is in any of the layers that object B scans, or object B is in any layer scanned by object A. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
- The physics layers this CSG shape scans for collisions.
+ The physics layers this CSG shape scans for collisions. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The operation that is performed on this shape. This is ignored for the first CSG child node as the operation is between this node and the previous child of this nodes parent.
diff --git a/modules/gridmap/doc_classes/GridMap.xml b/modules/gridmap/doc_classes/GridMap.xml
index b8403687c63..57fbc5bfc0a 100644
--- a/modules/gridmap/doc_classes/GridMap.xml
+++ b/modules/gridmap/doc_classes/GridMap.xml
@@ -205,7 +205,7 @@
GridMaps act as static bodies, meaning they aren't affected by gravity or other forces. They only affect other physics bodies that collide with them.
- The physics layers this GridMap detects collisions in.
+ The physics layers this GridMap detects collisions in. See [url=https://docs.godotengine.org/en/latest/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
The assigned [MeshLibrary].