diff --git a/tutorials/editor/docks.rst b/tutorials/editor/docks.rst
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+.. _doc_docks:
+
+Docks
+-----
+
+Docks or tabs are positioned on the left and right sides of the viewport. 
+Their usage is covered in their respective pages.
+
+.. toctree::
+   :maxdepth: 1
+   :name: toc-editor-docks
+
+   import_dock
+   filesystem_dock
+   inspector_dock
+   node_dock
+   history_dock
+
+
+You can also customize the docks by moving, or resizing them.
+Read :ref:`doc_customizing_editor` for more on this.
diff --git a/tutorials/editor/filesystem_dock.rst b/tutorials/editor/filesystem_dock.rst
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+.. _doc_filesystem_dock:
+
+FileSystem Dock
+===============
+
+FileSystem dock contains lists all resources available for the current project.
+You can think it as a built-in file browser in the Godot's Editor.
+The root folder is the :ref:`res:// <doc_filesystem>` folder.
+
+.. image:: img/filesystem_dock.webp
+
+The "<" and ">" arrows navigate between the previous and next selected file in the view history.
+The text field next to the arrows shows the relative path to the selected file or folder.
+Below this field is the location of all files and folders in the project.
+
+The button next to the relative path field switches through the look of the contents. 
+The square shows the resources in tree view, which the files and folders share the same location. 
+Clicking on this button changes the split mode of the folders and files.
+Clicking once lists the folders above and the subfolders or the files inside
+the folders below. Clicking it again moves the folders to the left, and the subfolders and 
+the files to the right.
+
+In any viewing mode, you can use the "Filter Files" bar to search for a file or folder.
+The button next to this bar provides a set of sorting options for the contents.
+You can sort the contents by name, type, or modification time, in ascending or descending order.
+
+If using a split mode, you can also change the look of thumbnails in the files section, by pressing
+the button next to the sort button.
+
+The blue ``.tscn`` file (Scene File) in the file list means that this scene is the main scene
+if the project.
+You can right click on any other scene files and choose "Set As Main Scene" to change it.
+This can also later be changed via navigating to `Project > Project Settings > Run`.
+You can also `instantiate` the scene or create a new scene by `inheriting` it using the context
+menu on the scene files.
+
+Hovering over a file gives information on the file size and the type.
+Some resources can be dragged and dropped onto the 2D or 3D viewport if they are supported.
+If a resource is accepted as a sub-resource, you can also drag it onto a sub-resource section 
+inside the Inspector dock.
+
+.. Refer to :ref:`doc_inspector_dock`
+
+Right-clicking on a folder or a file provides a set of options such as renaming, deleting, moving,
+or duplicating.
+
+Some of the interesting options are the following:
+
+Note that, not all items will be visible for a single type of file.
+
+- **Edit Dependencies...**: Shows a window with files that this file depends on. If you have
+  missing dependencies, you can also pick replacements to fix them.
+- **View Owners...**: Opens a window which shows the owners of a file. You can click on a result to 
+  open it.
+- **Create New**: Lets you create a new folder, scene, script, resource, or a text file inside a folder.
+- **Copy Path**: Copies the relative path of the file or folder starting with ``res://``.
+- **Copy Absolute Path**: Copies the absolute system path of a file or folder start.
+- **Copy UID**: Copies the unique identifier of a resource if it has one. The path will start with ``uid://``.
+  The UID will not change when the item is renamed or moved. See :ref:`ResourceUID <class_ResourceUID>` for more.
+- **Add to Favorites**: Adds the selected file or folder to the favorites which will can easily be seen
+  under `Favorites` section in the resource list.
+- **Reimport**: If this file is a non-native resource, you can reimport them.
+  
+If you right click on a folder, you will have options to expand a folder or the hierarchy, or collapse it.
+Also, "Set Folder Color..." submenu will be visible to change the color of the folder.
+
+.. tip:: To move an item from one folder to another, you can drag and drop it directly onto 
+  the destination folder.
+
+.. tip:: Double-clicking a file opens the file if it can be opened inside the Editor.
+
+.. seealso:: Refer to :ref:`doc_customizing_editor` for dock customization options.
diff --git a/tutorials/editor/history_dock.rst b/tutorials/editor/history_dock.rst
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+.. _doc_history_dock:
+
+History Dock
+============
+
+If you are unhappy with a recent setting change you made in Godot, or you prefer the 
+previous value of a node property, Godot keeps a list of actions in the `History` dock.
+This history of actions is separate for each scene and is remembered until you close 
+the project.
+
+.. image:: img/history_dock.webp
+
+If you click on an item, the project will be reverted to that state. If you do not 
+make any changes, you can change the state back and forth without losing anything.
+
+You can choose whether to display the `Scene` related actions and also include `Global` 
+changes, such as changing an editor setting in Godot's Editor. Global changes will be 
+displayed in blue text.
+
+.. warning:: The changes made in the script/text editor are not displayed here.
+
+.. tip:: Alternatively, you can use the `Scene` menu and select `Undo` or `Redo`, or use 
+  the default :kbd:`Ctrl + Z` or :kbd:`Ctrl + Y` shortcuts (:kbd:`Cmd + Z` or
+  :kbd:`Cmd + Z` on Mac).
+
+.. seealso:: Refer to :ref:`doc_customizing_editor` for dock customization options.
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diff --git a/tutorials/editor/import_dock.rst b/tutorials/editor/import_dock.rst
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+.. _doc_import_dock:
+
+Import Dock
+===========
+
+The Import dock allows you to change the importing parameters of non-native resources 
+before importing them into your project.
+
+By default, it is located next to the Scene Dock.
+
+.. figure:: img/import_dock_ogg.webp
+  :alt: Adjustable parameters while importing an OGG file
+
+  Adjustable parameters while importing an OGG file
+
+It employs numerous parameters for different types, therefore the detailed usage is
+explained in :ref:`doc_import_process`.
+
+To see in detail which parameters you can change, choose the respective type's class reference
+from :ref:`ResourceImporter <class_ResourceImporter>`.
+
+.. seealso:: Refer to :ref:`doc_customizing_editor` for dock customization options.
diff --git a/tutorials/editor/index.rst b/tutorials/editor/index.rst
index c849a7f9462..e437c38c156 100644
--- a/tutorials/editor/index.rst
+++ b/tutorials/editor/index.rst
@@ -27,6 +27,7 @@ in other sections where appropriate. For example, the :ref:`animation editor
    script_editor
    default_key_mapping
    customizing_editor
+   docks
 
 XR editor
 ---------
diff --git a/tutorials/editor/node_dock.rst b/tutorials/editor/node_dock.rst
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+.. _doc_node_dock:
+
+Node Dock
+=========
+
+The Node dock has two tabs:
+
+.. image:: img/node_dock.webp
+
+**Signals** tab allows you work with node's signals and the behaviours when a specific
+event happens. 
+**Groups** in Godot are similar to tagging nodes to call a method on all nodes belonging
+to a group.
+
+Below, we will explain more about these two tabs.
+
+.. seealso:: Refer to :ref:`doc_customizing_editor` for dock customization options.
+
+Signals
+-------
+
+The **Signals** tab lists the signals of the selected node in the Scene dock which the node can emit.
+The list contains all node's own and the inherited signals. For example, if the selected
+node is a :ref:`Button <class_Button>`, it contains the signal list from 
+:ref:`BaseButton <class_BaseButton>`, :ref:`Control <class_Control>`, 
+:ref:`CanvasItem <class_CanvasItem>`, :ref:`Node <class_Node>`, and :ref:`Object <class_Object>`.
+
+.. image:: img/node_dock_signals.webp
+
+.. |receiver| image:: img/receiver.webp
+.. |signal| image:: img/signal.webp
+
+If a signal has one or more receivers, you'll see them just below the signal with the green
+|receiver| icon.
+If the signal is connected via this method, you will also see the same icon next to the receiver
+function if you open the script in the text editor.
+
+Hovering over a signal name displays a description with information on when this signal is emitted.
+Double-click on a signal depicted with the |signal| icon or select it, then press 
+the `Connect...` button to open the connection window.
+
+.. image:: img/node_dock_connection.webp
+
+In this window, `From Signal` is the signal selected to connect from.
+`Connect to Node` is used to select an existing script from the list of nodes in the current scene 
+to create the method with the value of the `Receiver Method` field, or use the existing one.
+By default, this name will be **_on_node_name_signal_name** and can be changed to your liking.
+
+.. note:: Note that this window does not create a new script file.
+  You need to attach a script to a node in advance to use it in this window.
+  You can identify the nodes with the script next to their names by the script icon.
+
+If you want to create a new receiver method or use an existing in the same node which the emits the signal, 
+you can press the "Go to Source" button to select that node.
+
+If you have a high number of nodes in the scene, you can use the `Filter Nodes` bar to
+limit the nodes being displayed as you type.
+
+Selecting a node and pressing the `Pick` button opens another window and shows the list of 
+methods defined in the node's attached script.
+By default, only the "Script Methods" and "Compatible Methods" are visible. You can disable 
+these options to get a list of all methods in the script or all methods of the 
+selected node's class.
+
+Pressing "Connect" button will create the method if it does not exist, and add the default 
+arguments to the script.
+
+.. seealso:: You can also connect signals via code. To see a comprehensive tutorial on signals, 
+  refer to :ref:`doc_signals`.
+
+You can right click on signals on the Signals tab to connect another 
+method, disconnect all methods, copy its name, or to open its documentation using built-in
+documentation viewer.
+Similarly, you can right click on a receiving method to edit its parameters, go to the method,
+or to disconnect. Pressing :kbd:`Delete` key after selecting a receiver method or using 
+the "Disconnect" button on the bottom right also disconnects the method.
+
+.. note:: Disconnected methods are not deleted from the script.
+
+You can also enable "Advanced" mode by checking it next to the receiver method.
+This mode lets you add extra arbitrary call arguments with the defined types.
+You can also specify the default values for these arguments.
+
+"Unbind Signal Arguments" field lets you select how many of the signal's `default`
+arguments will be dropped by the emitter.
+Default arguments of a signal can be seen inside brackets.
+A value larger than zero (0) will start dropping the arguments from right.
+
+
+"Deferred" option defers the signal only firing it at idle time.
+"One Shot" option disconnects the signal after its first emission.
+
+Groups
+------
+
+The `Groups` tab lists the groups which the node is a part of.
+Groups are basically tags which you can call methods on multiple objects
+which belong to a group.
+
+Groups' behaviour is explained in :ref:`doc_groups`.