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GRAPHICSClient
Artifact25963
Data sourced from jgscripts artifact-db

GetScreenCoordFromWorldCoord

Docs
local retval, screenX, screenY = GetScreenCoordFromWorldCoord(worldX, worldY, worldZ)

Description

Convert a world coordinate into its relative screen coordinate. (WorldToScreen)
Returns a boolean; whether or not the operation was successful. It will return false if the coordinates given are not visible to the rendering camera.
For .NET users...
VB:
Public Shared Function World3DToScreen2d(pos as vector3) As Vector2
Dim x2dp, y2dp As New Native.OutputArgument
Native.Function.Call(Of Boolean)(Native.Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.x, pos.y, pos.z, x2dp, y2dp)
Return New Vector2(x2dp.GetResult(Of Single), y2dp.GetResult(Of Single))

End Function
C#:
Vector2 World3DToScreen2d(Vector3 pos)
{
var x2dp = new OutputArgument();
var y2dp = new OutputArgument();
Function.Call(Hash.GET_SCREEN_COORD_FROM_WORLD_COORD , pos.X, pos.Y, pos.Z, x2dp, y2dp);
return new Vector2(x2dp.GetResult(), y2dp.GetResult());
}
//USE VERY SMALL VALUES FOR THE SCALE OF RECTS/TEXT because it is dramatically larger on screen than in 3D, e.g '0.05' small.
Used to be called _WORLD3D_TO_SCREEN2D
I thought we lost you from the scene forever. It does seem however that calling SET_DRAW_ORIGIN then your natives, then ending it. Seems to work better for certain things such as keeping boxes around people for a predator missile e.g.

Parameters

NameTypeDescription
worldXfloat—
worldYfloat—
worldZfloat—
screenXfloat*—
screenYfloat*—

Returns

BOOL

Returns TRUE (1) or FALSE (0).

Server Artifacts

Data sourced from jgscripts artifact-db
Recommended25963
Known Issues24
25987-25988Node.js sandboxing seems to be causing issues for people - best to avoid for now
21547Multiple (unconfirmed) reports of server-sided natives throwing errors or causing crashes; best to avoid
17462Failed build, ignore
16276Multiple reports of issues loading JS within resources
14583-14716Crash when using the new onEntityBucketChange
14583-14862Timeouts due to latency units being in nanoseconds
13759-13890Mumble (voice) external connections blocked by default
13380-13458Server crashing due to integer encoding (PR#3235)
13079Failed Linux build (works OK if using Windows!)
12933-13045Still crashes (sometimes) when restarting resources due to Node.js 22
12913-12932Causes a crash when restarting Node.js 22
12767os.date() appends null terminator; can break Lua scripts
12651Failed Linux build, ignore
12509Failed build, ignore
12255Unconfirmed, but several reports of server-side issues that don't persist when downgrading; best to avoid
12160-12165Cannot use entity native calls in entityRemoved
12151Crashing if using newest title update (TU)
12092-12135SetPlayerModel may cause SIGSEGV crashes on some clients due to changes in player handling. 12031 and below works fine.
12078-12083Some clients will fail to connect with 'ReadBulk of header failed' error
10930Failed build, ignore
10268-10309sv_experimentalNetGameEventHandler enabled by default; can cause server crashing and reports of issues downgrading after upgrading
10191GetVehicleNumberPlateText server native broken, will cause issues with scripts involving vehicles
10072Crashing when players join
8509State bags not replicated to clients

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