# NETWORK::NETWORK_SET_ENTITY_REMAINS_WHEN_UNNETWORKED

- **Hash:** `0xD785864798258032`
- **Namespace:** NETWORK
- **Runtime name (Lua/JS):** `NetworkSetEntityRemainsWhenUnnetworked`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **Note:** not used by the game's own scripts
- **URL:** https://natives.borderlinerp.com/natives/NETWORK/NETWORK_SET_ENTITY_REMAINS_WHEN_UNNETWORKED

## Signature

```c
void NETWORK_SET_ENTITY_REMAINS_WHEN_UNNETWORKED(Entity entity, BOOL toggle);
```

## Parameters

- `entity` (`Entity`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
NetworkSetEntityRemainsWhenUnnetworked(entity, toggle)

-- always available, by hash
Citizen.InvokeNative(0xD785864798258032, entity, toggle)
```

### JavaScript

```js
NetworkSetEntityRemainsWhenUnnetworked(entity, toggle);

// by hash
Citizen.invokeNative('0xD785864798258032', entity, toggle);
```

### C#

```csharp
Function.Call((Hash)0xD785864798258032, entity, toggle);
```

*Sources: alloc8or RDR3 NativeDB.*
