diff --git a/tutorials/assets_pipeline/importing_images.rst b/tutorials/assets_pipeline/importing_images.rst
index 0af0ce1cc..b96b8b60c 100644
--- a/tutorials/assets_pipeline/importing_images.rst
+++ b/tutorials/assets_pipeline/importing_images.rst
@@ -28,7 +28,8 @@ Godot can import the following image formats:
- SVG (``.svg``)
- SVGs are rasterized using `ThorVG `__
when importing them. `Support is limited `__;
- complex vectors may not render correctly.
+ complex vectors may not render correctly. :ref:`Text must be converted to paths `;
+ otherwise, it won't appear in the rasterized image.
You can check whether ThorVG can render a certain vector correctly using its
`web-based viewer `__.
For complex vectors, rendering them to PNGs using `Inkscape `__
@@ -478,6 +479,60 @@ used in 3D. Changing this to **Disabled** then reimporting will not change the
existing compress mode on a texture (if it's detected to be used in 3D), but
choosing **VRAM Compressed** or **Basis Universal** will.
+SVG > Scale
+^^^^^^^^^^^
+
+*This is only available for SVG images.*
+
+The scale the SVG should be rendered at, with ``1.0`` being the original design
+size. Higher values result in a larger image. Note that unlike font
+oversampling, this affects the physical size the SVG is rendered at in 2D. See
+also **Editor > Scale With Editor Scale** below.
+
+.. _doc_importing_images_editor_import_options:
+
+Editor > Scale With Editor Scale
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+*This is only available for SVG images.*
+
+If true, scales the imported image to match the editor's display scale factor.
+This should be enabled for editor plugin icons and custom class icons, but
+should be left disabled otherwise.
+
+Editor > Convert Colors With Editor Theme
+^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
+
+*This is only available for SVG images.*
+
+If checked, converts the imported image's colors to match the editor's icon and
+font color palette. This assumes the image uses the exact same colors as
+:ref:`Godot's own color palette for editor icons `, with the
+source file designed for a dark editor theme. This should be enabled for editor
+plugin icons and custom class icons, but should be left disabled otherwise.
+
+.. _doc_importing_images_svg_text:
+
+Importing SVG images with text
+------------------------------
+
+As the SVG library used in Godot doesn't support rasterizing text found in SVG
+images, text must be converted to a path first. Otherwise, text won't appear in
+the rasterized image.
+
+There are two ways to achieve this in a non-destructive manner, so you can keep
+editing the original text afterwards:
+
+- Select your text object in Inkscape, then duplicate it in place by pressing
+ :kbd:`Ctrl + D` and use **Path > Object to Path**. Hide the original text
+ object afterwards using the **Layers and Objects** dock.
+- Use the Inkscape command line to export a SVG from another SVG file with text
+ converted to paths:
+
+::
+
+ inkscape --export-text-to-path --export-filename svg_with_text_converted_to_path.svg svg_with_text.svg
+
Best practices
--------------
diff --git a/tutorials/plugins/editor/making_plugins.rst b/tutorials/plugins/editor/making_plugins.rst
index 3d27f95aa..82dcca8d9 100644
--- a/tutorials/plugins/editor/making_plugins.rst
+++ b/tutorials/plugins/editor/making_plugins.rst
@@ -211,6 +211,14 @@ don't have one, you can grab the default one from the engine and save it in your
`addons/my_custom_node` folder as `icon.png`, or use the default Godot logo
(`preload("res://icon.svg")`).
+.. tip::
+
+ SVG images that are used as custom node icons should have the
+ **Editor > Scale With Editor Scale** and **Editor > Convert Icons With Editor Theme**
+ :ref:`import options ` enabled. This allows
+ icons to follow the editor's scale and theming settings if the icons are designed with
+ the same color palette as Godot's own icons.
+
.. image:: img/making_plugins-custom_node_icon.png
Now, we need to add it as a custom type so it shows on the **Create New Node**
diff --git a/tutorials/scripting/gdscript/gdscript_basics.rst b/tutorials/scripting/gdscript/gdscript_basics.rst
index c5f96655d..0723a881a 100644
--- a/tutorials/scripting/gdscript/gdscript_basics.rst
+++ b/tutorials/scripting/gdscript/gdscript_basics.rst
@@ -1756,6 +1756,14 @@ class will then appear with its new icon in the editor::
.. image:: img/class_name_editor_register_example.png
+.. tip::
+
+ SVG images that are used as custom node icons should have the
+ **Editor > Scale With Editor Scale** and **Editor > Convert Icons With Editor Theme**
+ :ref:`import options ` enabled. This allows
+ icons to follow the editor's scale and theming settings if the icons are designed with
+ the same color palette as Godot's own icons.
+
Here's a class file example:
::