# CFX::SET_ENTITY_DISTANCE_CULLING_RADIUS

- **Hash:** `0xD3A183A3`
- **Namespace:** CFX
- **Runtime name (Lua/JS):** `SetEntityDistanceCullingRadius`
- **Side:** server (Cfx runtime native)
- **Name status:** official
- **Documentation:** described
- **URL:** https://natives.borderlinerp.com/natives/CFX/SET_ENTITY_DISTANCE_CULLING_RADIUS

## Signature

```c
void SET_ENTITY_DISTANCE_CULLING_RADIUS(Entity entity, float radius);
```

## Parameters

- `entity` (`Entity`) — The entity handle to override the distance culling radius.
- `radius` (`float`) — The new distance culling radius.

## Returns

`void`

## Description

*Source: Cfx.re native reference*

It overrides the default distance culling radius of an entity. Set to `0.0` to reset.
If you want to interact with an entity outside of your players' scopes set the radius to a huge number.

**WARNING**: Culling natives are deprecated and have known, [unfixable issues](https://forum.cfx.re/t/issue-with-culling-radius-and-server-side-entities/4900677/4)

## Usage

### Lua

```lua
SetEntityDistanceCullingRadius(entity, radius)

-- always available, by hash
Citizen.InvokeNative(0xd3a183a3, entity, radius)
```

### JavaScript

```js
SetEntityDistanceCullingRadius(entity, radius);

// by hash
Citizen.invokeNative('0xd3a183a3', entity, radius + 0.0000001);
```

### C#

```csharp
Function.Call((Hash)0xd3a183a3, entity, radius);
```

- Float parameters: Lua integers (`10`, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to non-zero floats for the same reason.

*Sources: Cfx.re native reference.*
