diff --git a/doc/classes/RayCast2D.xml b/doc/classes/RayCast2D.xml
index a101fd24def..31daaab417c 100644
--- a/doc/classes/RayCast2D.xml
+++ b/doc/classes/RayCast2D.xml
@@ -69,13 +69,14 @@
Returns the normal of the intersecting object's shape at the collision point, or [code]Vector2(0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
+ [b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned normal is valid and up-to-date.
- Returns the collision point at which the ray intersects the closest object. If [member hit_from_inside] is [code]true[/code] and the ray starts inside of a collision shape, this function will return the origin point of the ray.
- [b]Note:[/b] This point is in the [b]global[/b] coordinate system.
+ Returns the collision point at which the ray intersects the closest object, in the global coordinate system. If [member hit_from_inside] is [code]true[/code] and the ray starts inside of a collision shape, this function will return the origin point of the ray.
+ [b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned point is valid and up-to-date.
diff --git a/doc/classes/RayCast3D.xml b/doc/classes/RayCast3D.xml
index 641c5ec6531..f9f94e5cfc0 100644
--- a/doc/classes/RayCast3D.xml
+++ b/doc/classes/RayCast3D.xml
@@ -76,13 +76,14 @@
Returns the normal of the intersecting object's shape at the collision point, or [code]Vector3(0, 0, 0)[/code] if the ray starts inside the shape and [member hit_from_inside] is [code]true[/code].
+ [b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned normal is valid and up-to-date.
- Returns the collision point at which the ray intersects the closest object. If [member hit_from_inside] is [code]true[/code] and the ray starts inside of a collision shape, this function will return the origin point of the ray.
- [b]Note:[/b] This point is in the [b]global[/b] coordinate system.
+ Returns the collision point at which the ray intersects the closest object, in the global coordinate system. If [member hit_from_inside] is [code]true[/code] and the ray starts inside of a collision shape, this function will return the origin point of the ray.
+ [b]Note:[/b] Check that [method is_colliding] returns [code]true[/code] before calling this method to ensure the returned point is valid and up-to-date.