hytopia
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The HYTOPIA SDK makes it easy for developers to create massively multiplayer games using JavaScript or TypeScript.
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[Home](./index.md) > [server](./server.md) > [EntityEventPayloads](./server.entityeventpayloads.md)
## EntityEventPayloads interface
Event payloads for Entity emitted events.
\*\*Category:\*\* Events
**Signature:**
```typescript
export interface EntityEventPayloads
```
## Properties
<table><thead><tr><th>
Property
</th><th>
Modifiers
</th><th>
Type
</th><th>
Description
</th></tr></thead>
<tbody><tr><td>
["ENTITY.BLOCK\_COLLISION"](./server.entityeventpayloads._entity.block_collision_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; blockType: [BlockType](./server.blocktype.md)<!-- -->; started: boolean; colliderHandleA: number; colliderHandleB: number; }
</td><td>
Emitted when an entity collides with a block type.
</td></tr>
<tr><td>
["ENTITY.BLOCK\_CONTACT\_FORCE"](./server.entityeventpayloads._entity.block_contact_force_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; blockType: [BlockType](./server.blocktype.md)<!-- -->; contactForceData: [ContactForceData](./server.contactforcedata.md)<!-- -->; }
</td><td>
Emitted when an entity's contact force is applied to a block type.
</td></tr>
<tr><td>
["ENTITY.DESPAWN"](./server.entityeventpayloads._entity.despawn_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; }
</td><td>
Emitted when an entity is despawned.
</td></tr>
<tr><td>
["ENTITY.ENTITY\_COLLISION"](./server.entityeventpayloads._entity.entity_collision_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; otherEntity: [Entity](./server.entity.md)<!-- -->; started: boolean; colliderHandleA: number; colliderHandleB: number; }
</td><td>
Emitted when an entity collides with another entity.
</td></tr>
<tr><td>
["ENTITY.ENTITY\_CONTACT\_FORCE"](./server.entityeventpayloads._entity.entity_contact_force_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; otherEntity: [Entity](./server.entity.md)<!-- -->; contactForceData: [ContactForceData](./server.contactforcedata.md)<!-- -->; }
</td><td>
Emitted when an entity's contact force is applied to another entity.
</td></tr>
<tr><td>
["ENTITY.INTERACT"](./server.entityeventpayloads._entity.interact_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; player: [Player](./server.player.md)<!-- -->; raycastHit?: [RaycastHit](./server.raycasthit.md)<!-- -->; }
</td><td>
Emitted when a player interacts with the entity by clicking or tapping it.
</td></tr>
<tr><td>
["ENTITY.REMOVE\_MODEL\_NODE\_OVERRIDE"](./server.entityeventpayloads._entity.remove_model_node_override_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; entityModelNodeOverride: [EntityModelNodeOverride](./server.entitymodelnodeoverride.md)<!-- -->; }
</td><td>
Emitted when a model node override is removed from the entity's model.
</td></tr>
<tr><td>
["ENTITY.SET\_BLOCK\_TEXTURE\_URI"](./server.entityeventpayloads._entity.set_block_texture_uri_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; blockTextureUri: string \| undefined; }
</td><td>
Emitted when the texture uri of a block entity is set.
</td></tr>
<tr><td>
["ENTITY.SET\_EMISSIVE\_COLOR"](./server.entityeventpayloads._entity.set_emissive_color_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; emissiveColor: [RgbColor](./server.rgbcolor.md) \| undefined; }
</td><td>
Emitted when the emissive color is set.
</td></tr>
<tr><td>
["ENTITY.SET\_EMISSIVE\_INTENSITY"](./server.entityeventpayloads._entity.set_emissive_intensity_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; emissiveIntensity: number \| undefined; }
</td><td>
Emitted when the emissive intensity is set.
</td></tr>
<tr><td>
["ENTITY.SET\_MODEL\_SCALE\_INTERPOLATION\_MS"](./server.entityeventpayloads._entity.set_model_scale_interpolation_ms_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; interpolationMs: number \| undefined; }
</td><td>
Emitted when the interpolation time in milliseconds applied to model scale changes is set.
</td></tr>
<tr><td>
["ENTITY.SET\_MODEL\_SCALE"](./server.entityeventpayloads._entity.set_model_scale_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; modelScale: [Vector3Like](./server.vector3like.md)<!-- -->; }
</td><td>
Emitted when the scale of the entity's model is set.
</td></tr>
<tr><td>
["ENTITY.SET\_MODEL\_TEXTURE\_URI"](./server.entityeventpayloads._entity.set_model_texture_uri_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; modelTextureUri: string \| undefined; }
</td><td>
Emitted when the texture uri of the entity's model is set.
</td></tr>
<tr><td>
["ENTITY.SET\_OPACITY"](./server.entityeventpayloads._entity.set_opacity_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; opacity: number; }
</td><td>
Emitted when the opacity of the entity is set.
</td></tr>
<tr><td>
["ENTITY.SET\_OUTLINE"](./server.entityeventpayloads._entity.set_outline_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; outline: [Outline](./server.outline.md) \| undefined; forPlayer?: [Player](./server.player.md)<!-- -->; }
</td><td>
Emitted when the outline of the entity is set.
</td></tr>
<tr><td>
["ENTITY.SET\_PARENT"](./server.entityeventpayloads._entity.set_parent_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; parent: [Entity](./server.entity.md) \| undefined; parentNodeName: string \| undefined; }
</td><td>
Emitted when the parent of the entity is set.
</td></tr>
<tr><td>
["ENTITY.SET\_POSITION\_INTERPOLATION\_MS"](./server.entityeventpayloads._entity.set_position_interpolation_ms_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; interpolationMs: number \| undefined; }
</td><td>
Emitted when the interpolation time in milliseconds applied to position changes is set.
</td></tr>
<tr><td>
["ENTITY.SET\_ROTATION\_INTERPOLATION\_MS"](./server.entityeventpayloads._entity.set_rotation_interpolation_ms_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; interpolationMs: number \| undefined; }
</td><td>
Emitted when the interpolation time in milliseconds applied to rotation changes is set.
</td></tr>
<tr><td>
["ENTITY.SET\_TINT\_COLOR"](./server.entityeventpayloads._entity.set_tint_color_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; tintColor: [RgbColor](./server.rgbcolor.md) \| undefined; }
</td><td>
Emitted when the tint color of the entity is set.
</td></tr>
<tr><td>
["ENTITY.SPAWN"](./server.entityeventpayloads._entity.spawn_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; }
</td><td>
Emitted when the entity is spawned.
</td></tr>
<tr><td>
["ENTITY.TICK"](./server.entityeventpayloads._entity.tick_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; tickDeltaMs: number; }
</td><td>
Emitted when the entity is ticked.
</td></tr>
<tr><td>
["ENTITY.UPDATE\_POSITION"](./server.entityeventpayloads._entity.update_position_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; position: [Vector3Like](./server.vector3like.md)<!-- -->; }
</td><td>
Emitted when the position of the entity is updated at the end of the tick, either directly or by physics.
</td></tr>
<tr><td>
["ENTITY.UPDATE\_ROTATION"](./server.entityeventpayloads._entity.update_rotation_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; rotation: [QuaternionLike](./server.quaternionlike.md)<!-- -->; }
</td><td>
Emitted when the rotation of the entity is updated at the end of the tick, either directly or by physics.
</td></tr>
</tbody></table>