diff --git a/doc/classes/PrimitiveMesh.xml b/doc/classes/PrimitiveMesh.xml
index 7bcf3ce46b6..e468e3ef547 100644
--- a/doc/classes/PrimitiveMesh.xml
+++ b/doc/classes/PrimitiveMesh.xml
@@ -12,6 +12,7 @@
+ Override this method to customize how this primitive mesh should be generated. Should return an [Array] where each element is another Array of values required for the mesh (see the [enum Mesh.ArrayType] constants).
diff --git a/doc/classes/SoftBody3D.xml b/doc/classes/SoftBody3D.xml
index c66b64f4bea..7d42d2b621b 100644
--- a/doc/classes/SoftBody3D.xml
+++ b/doc/classes/SoftBody3D.xml
@@ -41,6 +41,7 @@
+ Returns the internal [RID] used by the [PhysicsServer3D] for this body.
@@ -100,11 +101,14 @@
[b]Note:[/b] Object A can detect a contact with object B only if object B is in any of the layers that object A scans. See [url=$DOCS_URL/tutorials/physics/physics_introduction.html#collision-layers-and-masks]Collision layers and masks[/url] in the documentation for more information.
+ The body's damping coefficient. Higher values will slow down the body more noticeably when forces are applied.
Defines the behavior in physics when [member Node.process_mode] is set to [constant Node.PROCESS_MODE_DISABLED]. See [enum DisableMode] for more details about the different modes.
+ The body's drag coefficient. Higher values increase this body's air resistance.
+ [b]Note:[/b] This value is currently unused by Godot's default physics implementation.
Higher values will result in a stiffer body, while lower values will increase the body's ability to bend. The value can be between [code]0.0[/code] and [code]1.0[/code] (inclusive).
@@ -113,6 +117,7 @@
[NodePath] to a [CollisionObject3D] this SoftBody3D should avoid clipping.
+ The pressure coefficient of this soft body. Simulate pressure build-up from inside this body. Higher values increase the strength of this effect.
If [code]true[/code], the [SoftBody3D] will respond to [RayCast3D]s.