# GRAPHICS::_SET_LIGHTS_COLOR_FOR_ENTITY

- **Hash:** `0x6EC2A67962296F49`
- **Namespace:** GRAPHICS
- **Runtime name (Lua/JS):** `SetLightsColorForEntity`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/GRAPHICS/_SET_LIGHTS_COLOR_FOR_ENTITY

## Signature

```c
void _SET_LIGHTS_COLOR_FOR_ENTITY(Entity entity, int red, int green, int blue);
```

## Parameters

- `entity` (`Entity`)
- `red` (`int`)
- `green` (`int`)
- `blue` (`int`)

## Returns

`void`

## Description

*Source: alloc8or RDR3 NativeDB*

https://gfycat.com/meagerfaireyra

*Source: femga rdr3_discoveries*

```
// 0x6EC2A67962296F49      (by Disquse)
void _SET_ENTITY_LIGHTING_COLOUR(Entity entity, int r, int g, int b);

https://gfycat.com/MeagerFairEyra :rainbow:
```

## Usage

### Lua

```lua
SetLightsColorForEntity(entity, red, green, blue)

-- always available, by hash
Citizen.InvokeNative(0x6EC2A67962296F49, entity, red, green, blue)
```

### JavaScript

```js
SetLightsColorForEntity(entity, red, green, blue);

// by hash
Citizen.invokeNative('0x6EC2A67962296F49', entity, red, green, blue);
```

### C#

```csharp
Function.Call((Hash)0x6EC2A67962296F49, entity, red, green, blue);
```

- 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, femga rdr3_discoveries.*
