# ENTITY::IS_ENTITY_VISIBLE

- **Hash:** `0xFFC96ECB7FA404CA`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `IsEntityVisible`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/IS_ENTITY_VISIBLE

## Signature

```c
BOOL IS_ENTITY_VISIBLE(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`BOOL`

## Usage

### Lua

```lua
local retval = IsEntityVisible(entity)

-- always available, by hash
local retval = Citizen.InvokeNative(0xFFC96ECB7FA404CA, entity, Citizen.ReturnResultAnyway())
```

### JavaScript

```js
const retval = IsEntityVisible(entity);

// by hash
const retval = Citizen.invokeNative('0xFFC96ECB7FA404CA', entity, Citizen.returnResultAnyway());
```

### C#

```csharp
bool retval = Function.Call<bool>((Hash)0xFFC96ECB7FA404CA, entity);
```

## See also

- [ENTITY::SET_ENTITY_VISIBLE](https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_VISIBLE.md)

*Sources: alloc8or RDR3 NativeDB.*
