_SET_PED_CULL_RANGE
The higher the multiplier the less the engine renders culls (
Hash
0x8AC1D721B2097B6ERuntime name
SetPedCullRangeNamespacePED
SideClient
NameCommunity guess
Docs
Since build1207
Signature
void _SET_PED_CULL_RANGE(Ped ped, float p1, float p2);Parameters
| Name | Type | Description |
|---|---|---|
ped | Ped | — |
p1 | float | — |
p2 | float | — |
Returns void
Description
The higher the multiplier the less the engine renders culls (https://docs.unity3d.com/Manual/OcclusionCulling.html)
Usage
SetPedCullRange(ped, p1, p2)
-- always works, by hash
Citizen.InvokeNative(0x8AC1D721B2097B6E, ped, p1, p2)JavaScript and C#
SetPedCullRange(ped, p1, p2);
// by hash
Citizen.invokeNative('0x8AC1D721B2097B6E', ped, p1 + 0.0000001, p2 + 0.0000001);Function.Call((Hash)0x8AC1D721B2097B6E, ped, p1, p2);- Float parameters: Lua integers (
10, or whole numbers decoded from NUI/JSON) are sent as ints and read as garbage. Write10.0orvalue + 0.0. The generated JS wrappers add0.0000001to non-zero floats for the same reason. - The name is a community guess and may change. If the named call is missing in your client build, use
InvokeNativewith the hash — it always works.
Sources
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