# OBJECT::SET_CUSTOM_TEXTURES_ON_OBJECT

- **Hash:** `0xE124889AE0521FCF`
- **Namespace:** OBJECT
- **Runtime name (Lua/JS):** `SetCustomTexturesOnObject`
- **Side:** client (game native)
- **Name status:** official
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/OBJECT/SET_CUSTOM_TEXTURES_ON_OBJECT

## Signature

```c
void SET_CUSTOM_TEXTURES_ON_OBJECT(Object object, Hash txdHash, Any p2, Any p3);
```

## Parameters

- `object` (`Object`)
- `txdHash` (`Hash`)
- `p2` (`Any`)
- `p3` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
SetCustomTexturesOnObject(object, txdHash, p2, p3)

-- always available, by hash
Citizen.InvokeNative(0xE124889AE0521FCF, object, txdHash, p2, p3)
```

### JavaScript

```js
SetCustomTexturesOnObject(object, txdHash, p2, p3);

// by hash
Citizen.invokeNative('0xE124889AE0521FCF', object, txdHash, p2, p3);
```

### C#

```csharp
Function.Call((Hash)0xE124889AE0521FCF, object, txdHash, p2, p3);
```

- Hash parameters: the named function also accepts a string and hashes it for you; `Citizen.InvokeNative` needs the number — pass `joaat("name")` or a backtick literal like `` `name` ``.

*Sources: alloc8or RDR3 NativeDB.*
