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) > [BaseEntityControllerEventPayloads](./server.baseentitycontrollereventpayloads.md)
## BaseEntityControllerEventPayloads interface
Event payloads for BaseEntityController emitted events.
**Signature:**
```typescript
export interface BaseEntityControllerEventPayloads
```
## Properties
<table><thead><tr><th>
Property
</th><th>
Modifiers
</th><th>
Type
</th><th>
Description
</th></tr></thead>
<tbody><tr><td>
["BASE\_ENTITY\_CONTROLLER.ATTACH"](./server.baseentitycontrollereventpayloads._base_entity_controller.attach_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; }
</td><td>
Emitted when an entity is attached to the controller.
</td></tr>
<tr><td>
["BASE\_ENTITY\_CONTROLLER.DESPAWN"](./server.baseentitycontrollereventpayloads._base_entity_controller.despawn_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; }
</td><td>
Emitted when an entity is despawned.
</td></tr>
<tr><td>
["BASE\_ENTITY\_CONTROLLER.DETACH"](./server.baseentitycontrollereventpayloads._base_entity_controller.detach_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; }
</td><td>
Emitted when an entity is detached from the controller.
</td></tr>
<tr><td>
["BASE\_ENTITY\_CONTROLLER.SPAWN"](./server.baseentitycontrollereventpayloads._base_entity_controller.spawn_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; }
</td><td>
Emitted when an entity is spawned.
</td></tr>
<tr><td>
["BASE\_ENTITY\_CONTROLLER.TICK\_WITH\_PLAYER\_INPUT"](./server.baseentitycontrollereventpayloads._base_entity_controller.tick_with_player_input_.md)
</td><td>
</td><td>
{ entity: [PlayerEntity](./server.playerentity.md)<!-- -->; input: [PlayerInput](./server.playerinput.md)<!-- -->; cameraOrientation: [PlayerCameraOrientation](./server.playercameraorientation.md)<!-- -->; deltaTimeMs: number; }
</td><td>
Emitted when an entity is ticked with player input.
</td></tr>
<tr><td>
["BASE\_ENTITY\_CONTROLLER.TICK"](./server.baseentitycontrollereventpayloads._base_entity_controller.tick_.md)
</td><td>
</td><td>
{ entity: [Entity](./server.entity.md)<!-- -->; deltaTimeMs: number; }
</td><td>
Emitted when an entity is ticked.
</td></tr>
</tbody></table>