# ENTITY::DETACH_ENTITY

- **Hash:** `0x64CDE9D6BF8ECAD3`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `DetachEntity`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/DETACH_ENTITY

## Signature

```c
void DETACH_ENTITY(Entity entity, BOOL p1, BOOL collision);
```

## Parameters

- `entity` (`Entity`)
- `p1` (`BOOL`)
- `collision` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
DetachEntity(entity, p1, collision)

-- always available, by hash
Citizen.InvokeNative(0x64CDE9D6BF8ECAD3, entity, p1, collision)
```

### JavaScript

```js
DetachEntity(entity, p1, collision);

// by hash
Citizen.invokeNative('0x64CDE9D6BF8ECAD3', entity, p1, collision);
```

### C#

```csharp
Function.Call((Hash)0x64CDE9D6BF8ECAD3, entity, p1, collision);
```

*Sources: alloc8or RDR3 NativeDB.*
