# UNLOCK::_UNLOCK_SET_NEW

- **Hash:** `0xA6D79C7AEF870A99`
- **Namespace:** UNLOCK
- **Runtime name (Lua/JS):** `UnlockSetNew`
- **Side:** client (game native)
- **Name status:** community guess (may change)
- **Documentation:** named only
- **Since game build:** 1207
- **URL:** https://natives.borderlinerp.com/natives/UNLOCK/_UNLOCK_SET_NEW

## Signature

```c
void _UNLOCK_SET_NEW(Hash unlockHash, BOOL toggle);
```

## Parameters

- `unlockHash` (`Hash`)
- `toggle` (`BOOL`)

## Returns

`void`

## Usage

### Lua

```lua
UnlockSetNew(unlockHash, toggle)

-- always available, by hash
Citizen.InvokeNative(0xA6D79C7AEF870A99, unlockHash, toggle)
```

### JavaScript

```js
UnlockSetNew(unlockHash, toggle);

// by hash
Citizen.invokeNative('0xA6D79C7AEF870A99', unlockHash, toggle);
```

### C#

```csharp
Function.Call((Hash)0xA6D79C7AEF870A99, unlockHash, toggle);
```

- 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` ``.
- 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.*
