Data Structures

entityData

Core data structure for managing entities with mrctv. Entities are used to represent in-game objects/positions and relay that information from server to client.

Key Type Description
id string Unique entity identifier (auto-generated if not provided).
entity number Entity handle once spawned (client-side only).
isServer boolean True if created by server.
inRange boolean True if within spawn distance (client-side only).
model string [Optional] Model name or hash. (Either model or position must be provided).
position vector3 [Optional] World coordinates (x, y, z). (Eithermodel or position must be provided).
rotation vector3 [Optional] Entity rotation (x, y, z), defaults to (0, 0, 0).
onSpawn function [Optional] Called after entity spawns (client-side only).
onDespawn function [Optional] Called before entity despawns (client-side only).
onSyncKeyChange function [Optional] Called when synced data changes.

RenderTargetData

Core data structure for managing render targets with mrctv. Render targets are used to display web content on in-game objects. They are a child of entityData and inherit all properties.

Properties Table

Key Type Default Description
id string - Unique identifier for the render target
dui number - DUI browser handle
handle string - DUI handle string
renderId number - FiveM render target handle
tx string - Runtime texture name
txd string - Runtime texture dictionary name
url string - Current URL being displayed
volume number 1.0 Current audio volume (0.0-1.0)
width number 2.1 Render surface width
height number 1.2 Render surface height
offset vector3 (0,0,0) Position offset from entity/coords
position vector3 (0,0,0) World position if not attached
rotation vector3 (0,0,0) World rotation if not attached
rotationOffset vector3 (0,0,0) Rotation offset from entity/coords
entity number nil Entity handle if attached