# TELEMETRY::_TELEMETRY_GAME_PROGRESS

- **Hash:** `0x51EC204A6E5B5A1A`
- **Namespace:** TELEMETRY
- **Runtime name (Lua/JS):** `TelemetryGameProgress`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/TELEMETRY/_TELEMETRY_GAME_PROGRESS

## Signature

```c
void _TELEMETRY_GAME_PROGRESS(Any p0, Any p1);
```

## Parameters

- `p0` (`Any`)
- `p1` (`Any`)

## Returns

`void`

## Usage

### Lua

```lua
TelemetryGameProgress(p0, p1)

-- always available, by hash
Citizen.InvokeNative(0x51EC204A6E5B5A1A, p0, p1)
```

### JavaScript

```js
TelemetryGameProgress(p0, p1);

// by hash
Citizen.invokeNative('0x51EC204A6E5B5A1A', p0, p1);
```

### C#

```csharp
Function.Call((Hash)0x51EC204A6E5B5A1A, p0, p1);
```

- 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.*
