diff --git a/doc/classes/Area.xml b/doc/classes/Area.xml
index b74e767fd2d..58fa99f7daa 100644
--- a/doc/classes/Area.xml
+++ b/doc/classes/Area.xml
@@ -33,14 +33,14 @@
- Returns a list of intersecting [code]Area[/code]s.
+ Returns a list of intersecting [code]Area[/code]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
- Returns a list of intersecting [PhysicsBody]s.
+ Returns a list of intersecting [PhysicsBody]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
@@ -49,7 +49,7 @@
- If [code]true[/code] the given area overlaps the Area.
+ If [code]true[/code] the given area overlaps the Area. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
@@ -58,7 +58,7 @@
- If [code]true[/code] the given body overlaps the Area.
+ If [code]true[/code] the given body overlaps the Area. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
diff --git a/doc/classes/Area2D.xml b/doc/classes/Area2D.xml
index 6a3f0e76450..ca395321e30 100644
--- a/doc/classes/Area2D.xml
+++ b/doc/classes/Area2D.xml
@@ -33,14 +33,14 @@
- Returns a list of intersecting [code]Area2D[/code]s.
+ Returns a list of intersecting [code]Area2D[/code]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
- Returns a list of intersecting [PhysicsBody2D]s.
+ Returns a list of intersecting [PhysicsBody2D]s. For performance reasons (collisions are all processed at the same time) this list is modified once during the physics step, not immediately after objects are moved. Consider using signals instead.
@@ -49,7 +49,7 @@
- If [code]true[/code] the given area overlaps the Area2D.
+ If [code]true[/code] the given area overlaps the Area2D. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
@@ -58,7 +58,7 @@
- If [code]true[/code] the given body overlaps the Area2D.
+ If [code]true[/code] the given body overlaps the Area2D. Note that the result of this test is not immediate after moving objects. For performance, list of overlaps is updated once per frame and before the physics step. Consider using signals instead.
diff --git a/doc/classes/RigidBody.xml b/doc/classes/RigidBody.xml
index 3c54f29c159..335112f5d78 100644
--- a/doc/classes/RigidBody.xml
+++ b/doc/classes/RigidBody.xml
@@ -39,7 +39,7 @@
- Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it.
+ Return a list of the bodies colliding with this one. By default, number of max contacts reported is at 0 , see [method set_max_contacts_reported] to increase it. Note that the result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.
diff --git a/doc/classes/RigidBody2D.xml b/doc/classes/RigidBody2D.xml
index c11e118df5c..991e0fa3f45 100644
--- a/doc/classes/RigidBody2D.xml
+++ b/doc/classes/RigidBody2D.xml
@@ -67,7 +67,7 @@
- Returns a list of the bodies colliding with this one. Use [member contacts_reported] to set the maximum number reported. You must also set [member contact_monitor] to [code]true[/code].
+ Returns a list of the bodies colliding with this one. Use [member contacts_reported] to set the maximum number reported. You must also set [member contact_monitor] to [code]true[/code]. Note that the result of this test is not immediate after moving objects. For performance, list of collisions is updated once per frame and before the physics step. Consider using signals instead.