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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. **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.SET\_MODEL\_ANIMATIONS\_PLAYBACK\_RATE"](./server.entityeventpayloads._entity.set_model_animations_playback_rate_.md) </td><td> </td><td> { entity: [Entity](./server.entity.md)<!-- -->; playbackRate: number; } </td><td> Emitted when the playback rate of the entity's model animations is set. </td></tr> <tr><td> ["ENTITY.SET\_MODEL\_HIDDEN\_NODES"](./server.entityeventpayloads._entity.set_model_hidden_nodes_.md) </td><td> </td><td> { entity: [Entity](./server.entity.md)<!-- -->; modelHiddenNodes: Set&lt;string&gt;; } </td><td> Emitted when nodes of the entity's model are set to be hidden. </td></tr> <tr><td> ["ENTITY.SET\_MODEL\_SHOWN\_NODES"](./server.entityeventpayloads._entity.set_model_shown_nodes_.md) </td><td> </td><td> { entity: [Entity](./server.entity.md)<!-- -->; modelShownNodes: Set&lt;string&gt;; } </td><td> Emitted when nodes of the entity's model are set to be shown. </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\_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\_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.START\_MODEL\_LOOPED\_ANIMATIONS"](./server.entityeventpayloads._entity.start_model_looped_animations_.md) </td><td> </td><td> { entity: [Entity](./server.entity.md)<!-- -->; animations: Set&lt;string&gt;; } </td><td> Emitted when the looped animations of the entity's model are started. </td></tr> <tr><td> ["ENTITY.START\_MODEL\_ONESHOT\_ANIMATIONS"](./server.entityeventpayloads._entity.start_model_oneshot_animations_.md) </td><td> </td><td> { entity: [Entity](./server.entity.md)<!-- -->; animations: Set&lt;string&gt;; } </td><td> Emitted when the oneshot animations of the entity's model are started. </td></tr> <tr><td> ["ENTITY.STOP\_MODEL\_ANIMATIONS"](./server.entityeventpayloads._entity.stop_model_animations_.md) </td><td> </td><td> { entity: [Entity](./server.entity.md)<!-- -->; animations: Set&lt;string&gt;; } </td><td> Emitted when the model animations of the entity are stopped. </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>