#endregion
me: *types #region*

JetBrains Rider:

💡 HEY
this #region
🐉🐉🐉🐉
🐉
🐉 [this region is empty]
🐉
#endregion is empty??
🐉🐉🐉🐉🐉🐉🐉🐉

yo ugonna write something or what ℹ️
🐉🐉🐉🐉🐉🐉🐉🐉🐉🐉🐉🐉🐉
January 19, 2026 at 12:56 PM
Daily Godot Tip #39: You can create code regions between #region and #endregion that allow you to collapse that entire section into 1 line

Useful for things you don't edit but still would need to scroll past

#godot #gamedev #godottips
January 17, 2025 at 10:18 PM
Using #region / #endregion in C# code
November 20, 2025 at 8:49 PM
In #GDScript, you can define code regions using the "#region ", "#endregion" special comment. You can also change the color of (all of) them. But why not being able to specify a different color for a specific region ? Time to dive in #GodotEngine codebase ! #uiux
April 9, 2026 at 7:17 PM
Here's a little #GodotEngine tip of the day: Regions.

In GDScript, you can use `#region` and `#endregion` to "group"/collapse pieces of your code.

After learning this (which I first saw in GameMaker), I can't live without it anymore.
March 28, 2025 at 7:42 AM
Ist in der Basisversion von „Guild Wars 2“ die Endregion.

wiki-de.guildwars2.com/wiki/Ruinen_...
Ruinen von Orr – Guild Wars 2 Wiki
wiki-de.guildwars2.com
May 5, 2026 at 3:23 PM
If you find your GDScript code in need of organization, you can use code regions to collapse sections of it! Use #region NAME above the block and then put #endregion at the end of the block to conveniently help focus it down.

#godot #godotengine #tipthursday #gamedev
March 26, 2026 at 6:34 PM
Another thing I really like about this approach is that if you disable/lose the add-on, the backsplash comments look just fine and retain their intent with quirky positioning and all. Plus, no verbose <blah blah> or region endregion etc. that blend inline into the code.
June 9, 2026 at 9:13 PM
started using # region and # endregion in my code its never looked so clean and tidy... my goodness...
June 16, 2025 at 11:33 PM
Regions are great! I use them frequently in my functions, too!

Pro tip: the `#endregion` tag does not need to be qualified, but I find it helpful to include the region name, like `#endregion Demo`.

I do the same thing when ending long or nested if/switch/try/etc blocks.
November 20, 2025 at 10:05 PM
Having a hard time to get a URL for your (relative) assets after bundling?
Then you will enjoy the experimental `resolveNewUrlToAsset` option that is available in @rolldown.rs.

All you need to do is to activate it, and all `new URL('./path/to/file', import.meta.url)` calls will be updated.
November 21, 2025 at 4:03 PM
The closest thing is #region and #endregion tags. I was just talking with another dev about how hard this was to adjust to when we switched over
August 17, 2025 at 5:22 AM

dev tip: Si deseas agrupar secciones de código de Javascript en Visual Studio Code como se hace en Visual Studio entonces usa las directivas // #region y // #endregion
November 16, 2024 at 6:50 PM
Files? Where we're going, we don't need files

#region / #endregion could stop being one of the lazy coder's best-kept secrets if VS Code's default Outline panel supported it
July 26, 2025 at 8:53 AM
```
/**
* Internal field holding data used by the receiver thread.
*/
// B I G __ A L L O C A T I O N:
private byte[] byteData;
// endregion
/**
* Starts the thread and listens for events.
*/
private ReceiverThread() {
this.byteData = new byte[ReceiverThread.PACKET_MAX_SIZE];
this.thread = new […]
Original post on mastodon.gamedev.place
mastodon.gamedev.place
July 18, 2026 at 12:40 PM
this is fine :csharp:
July 14, 2026 at 9:35 PM
Forgive me, for I have sinned.

Today, I used

#region
...
#endregion

in my code.
October 23, 2025 at 10:18 AM
//#region This counts as breaking it up
So about 10,000
//#endregion
January 25, 2025 at 11:21 PM
1: I have a joke about legacy code
2:
3: #region setup
840: #endregion
841:
842: #region punchline
1030: #endregion
1031:
1032: return laughs;
I have a joke about maintaining legacy code but I’m not going to tell it because a completely new replacement joke will definitely be ready by the end of the month.
I have a joke about legacy code but the person that created it left the company and only a few people truly understand it
October 28, 2024 at 8:58 PM
Sure you don't have an accidental space between the # & region or # & endregion at all as I can replicate if there is one
October 22, 2025 at 2:33 AM
November 12, 2024 at 3:10 PM
Infinite jump when implementing Coyote Time in Finite State Machine
Thank you for the response! I’ve managed to implement a crude solution based on your answer. Is there any input on how I could improve this? Thank you again Fall state: extends State #region Variables @export var run_state: State @export var idle_state: State @onready var jump_velocity: int = -420 var jump_count: int = 0 var airtime: float = 0.0 var coyote_time_active: bool = true #endregion #region Functions func process_physics(delta: float) -> State: airtime += delta if !parent.is_on_floor(): parent.velocity.y += gravity * delta if %CoyoteTimer.is_stopped(): %CoyoteTimer.start() else: coyote_time_active = true %CoyoteTimer.stop() var movement := Input.get_axis('Left', 'Right') * speed if movement !=0: parent.animations.flip_h = movement < 0 parent.velocity.x = movement parent.move_and_slide() if Input.is_action_just_pressed("Jump") and coyote_time_active: parent.velocity.y = jump_velocity if parent.is_on_floor(): airtime = 0.0 jump_count = 0 if movement != 0: return run_state return idle_state return null func _on_coyote_timer_timeout() -> void: coyote_time_active = false #endregion Jump state extends State #region Variables @export var idle_state: State @export var run_state: State @export var fall_state: State @export var attack_state: State @export var jump_velocity: int = -450 var jump_count: int = 0 var airtime: float = 0.0 #endregion #region Functions func enter() -> void: super() parent.velocity.y = jump_velocity func process_physics(delta: float) -> State: airtime += delta if !parent.is_on_floor(): parent.velocity.y += gravity * delta if Input.is_action_just_pressed("Jump") and jump_count < 1 and airtime < 0.1: parent.velocity.y = jump_velocity var movement:= Input.get_axis("Left", "Right") * speed if movement != 0: parent.animations.flip_h = movement < 0 parent.velocity.x = movement parent.move_and_slide() if parent.is_on_floor(): airtime = 0.0 jump_count = 0 if movement != 0: return run_state return fall_state return null #endregion My main concern right now is if I need to have jump count logic in two states, and which state should get the coyote time logic.
forum.godotengine.org
June 8, 2025 at 1:44 PM
If you heard my challenge to go make a snippet, let me know how it ended up! If you didn't...

tl;dr try making a VS code snippet to surround a selected region and automatically add `#region` and `#endregion` around it (BONUS with the same label).
June 24, 2025 at 8:59 PM