# ENTITY::_REQUEST_ENTITY_VISIBILITY_TRACKING

- **Hash:** `0x3F08C6163A4AB1D6`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `RequestEntityVisibilityTracking`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_REQUEST_ENTITY_VISIBILITY_TRACKING

## Signature

```c
void _REQUEST_ENTITY_VISIBILITY_TRACKING(Entity entity);
```

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

Enables visibility tracking for the specified entity.

Observed behavior:
- For peds, PED::_IS_PED_VISIBILITY_TRACKED can return true after this is called.
- For vehicles, IS_VEHICLE_VISIBLE returns true in the tracked/visible-state context observed from scripts.

Commonly called right after creating or spawning an entity.

*Source: VORPCORE RDR3natives*

Enables visibility tracking for the specified entity
For peds, calling this makes PED::_IS_PED_VISIBILITY_TRACKED(ped) return true.
For vehicles, calling this makes VEHICLE::IS_VEHICLE_VISIBLE(vehicle) return true in the tracked/visible state context observed from scripts

## Usage

### Lua

```lua
RequestEntityVisibilityTracking(entity)

-- always available, by hash
Citizen.InvokeNative(0x3F08C6163A4AB1D6, entity)
```

### JavaScript

```js
RequestEntityVisibilityTracking(entity);

// by hash
Citizen.invokeNative('0x3F08C6163A4AB1D6', entity);
```

### C#

```csharp
Function.Call((Hash)0x3F08C6163A4AB1D6, entity);
```

- The name is a community guess and may change. If the named call is missing in your client build, use `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB, VORPCORE RDR3natives.*
