# ENTITY::SET_ENTITY_COORDS

- **Hash:** `0x06843DA7060A026B`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityCoords`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/SET_ENTITY_COORDS

## Signature

```c
void SET_ENTITY_COORDS(Entity entity, float xPos, float yPos, float zPos, BOOL xAxis, BOOL yAxis, BOOL zAxis, BOOL clearArea);
```

## Parameters

- `entity` (`Entity`)
- `xPos` (`float`)
- `yPos` (`float`)
- `zPos` (`float`)
- `xAxis` (`BOOL`)
- `yAxis` (`BOOL`)
- `zAxis` (`BOOL`)
- `clearArea` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityCoords(entity, xPos, yPos, zPos, xAxis, yAxis, zAxis, clearArea)

-- always available, by hash
Citizen.InvokeNative(0x06843DA7060A026B, entity, xPos, yPos, zPos, xAxis, yAxis, zAxis, clearArea)
```

### JavaScript

```js
SetEntityCoords(entity, xPos, yPos, zPos, xAxis, yAxis, zAxis, clearArea);

// by hash
Citizen.invokeNative('0x06843DA7060A026B', entity, xPos + 0.0000001, yPos + 0.0000001, zPos + 0.0000001, xAxis, yAxis, zAxis, clearArea);
```

### C#

```csharp
Function.Call((Hash)0x06843DA7060A026B, entity, xPos, yPos, zPos, xAxis, yAxis, zAxis, clearArea);
```

- 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.

## See also

- [ENTITY::GET_ENTITY_COORDS](https://natives.borderlinerp.com/natives/ENTITY/GET_ENTITY_COORDS.md) — Gets the current coordinates for a specified entity.

*Sources: alloc8or RDR3 NativeDB.*
