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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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<!-- Do not edit this file. It is automatically generated by API Documenter. --> [Home](./index.md) &gt; [server](./server.md) &gt; [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>