# PED::_SET_PED_CULL_RANGE

- **Hash:** `0x8AC1D721B2097B6E`
- **Namespace:** PED
- **Runtime name (Lua/JS):** `SetPedCullRange`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** described
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/PED/_SET_PED_CULL_RANGE

## Signature

```c
void _SET_PED_CULL_RANGE(Ped ped, float p1, float p2);
```

## Parameters

- `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

### Lua

```lua
SetPedCullRange(ped, p1, p2)

-- always available, by hash
Citizen.InvokeNative(0x8AC1D721B2097B6E, ped, p1, p2)
```

### JavaScript

```js
SetPedCullRange(ped, p1, p2);

// by hash
Citizen.invokeNative('0x8AC1D721B2097B6E', ped, p1 + 0.0000001, p2 + 0.0000001);
```

### C#

```csharp
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. Write `10.0` or `value + 0.0`. The generated JS wrappers add `0.0000001` to 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 `InvokeNative` with the hash — it always works.

*Sources: alloc8or RDR3 NativeDB.*
