# ENTITY::_SET_ENTITY_FADE_IN

- **Hash:** `0xA91E6CF94404E8C9`
- **Namespace:** ENTITY
- **Runtime name (Lua/JS):** `SetEntityFadeIn`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/ENTITY/_SET_ENTITY_FADE_IN

## Signature

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

## Parameters

- `entity` (`Entity`)

## Returns

`void`

## Usage

### Lua

```lua
SetEntityFadeIn(entity)

-- always available, by hash
Citizen.InvokeNative(0xA91E6CF94404E8C9, entity)
```

### JavaScript

```js
SetEntityFadeIn(entity);

// by hash
Citizen.invokeNative('0xA91E6CF94404E8C9', entity);
```

### C#

```csharp
Function.Call((Hash)0xA91E6CF94404E8C9, 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.*
