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) > [LightEventPayloads](./server.lighteventpayloads.md)
## LightEventPayloads interface
Event payloads for Light emitted events.
**Signature:**
```typescript
export interface LightEventPayloads
```
## Properties
<table><thead><tr><th>
Property
</th><th>
Modifiers
</th><th>
Type
</th><th>
Description
</th></tr></thead>
<tbody><tr><td>
["LIGHT.DESPAWN"](./server.lighteventpayloads._light.despawn_.md)
</td><td>
</td><td>
{ light: [Light](./server.light.md)<!-- -->; }
</td><td>
Emitted when a light is despawned.
</td></tr>
<tr><td>
["LIGHT.SET\_ANGLE"](./server.lighteventpayloads._light.set_angle_.md)
</td><td>
</td><td>
{ light: [Light](./server.light.md)<!-- -->; angle: number; }
</td><td>
Emitted when the angle of the spotlight is set.
</td></tr>
<tr><td>
["LIGHT.SET\_ATTACHED\_TO\_ENTITY"](./server.lighteventpayloads._light.set_attached_to_entity_.md)
</td><td>
</td><td>
{ light: [Light](./server.light.md)<!-- -->; entity: [Entity](./server.entity.md)<!-- -->; }
</td><td>
Emitted when the light is attached to an entity.
</td></tr>
<tr><td>
["LIGHT.SET\_COLOR"](./server.lighteventpayloads._light.set_color_.md)
</td><td>
</td><td>
{ light: [Light](./server.light.md)<!-- -->; color: [RgbColor](./server.rgbcolor.md)<!-- -->; }
</td><td>
Emitted when the color of the light is set.
</td></tr>
<tr><td>
["LIGHT.SET\_DISTANCE"](./server.lighteventpayloads._light.set_distance_.md)
</td><td>
</td><td>
{ light: [Light](./server.light.md)<!-- -->; distance: number; }
</td><td>
Emitted when the maximum distance the light will illuminate is set.
</td></tr>
<tr><td>
["LIGHT.SET\_INTENSITY"](./server.lighteventpayloads._light.set_intensity_.md)
</td><td>
</td><td>
{ light: [Light](./server.light.md)<!-- -->; intensity: number; }
</td><td>
Emitted when the intensity of the light is set.
</td></tr>
<tr><td>
["LIGHT.SET\_OFFSET"](./server.lighteventpayloads._light.set_offset_.md)
</td><td>
</td><td>
{ light: [Light](./server.light.md)<!-- -->; offset: [Vector3Like](./server.vector3like.md)<!-- -->; }
</td><td>
Emitted when the offset of the light is set.
</td></tr>
<tr><td>
["LIGHT.SET\_PENUMBRA"](./server.lighteventpayloads._light.set_penumbra_.md)
</td><td>
</td><td>
{ light: [Light](./server.light.md)<!-- -->; penumbra: number; }
</td><td>
Emitted when the penumbra of the spotlight is set.
</td></tr>
<tr><td>
["LIGHT.SET\_POSITION"](./server.lighteventpayloads._light.set_position_.md)
</td><td>
</td><td>
{ light: [Light](./server.light.md)<!-- -->; position: [Vector3Like](./server.vector3like.md)<!-- -->; }
</td><td>
Emitted when the position of the light is set.
</td></tr>
<tr><td>
["LIGHT.SET\_TRACKED\_ENTITY"](./server.lighteventpayloads._light.set_tracked_entity_.md)
</td><td>
</td><td>
{ light: [Light](./server.light.md)<!-- -->; entity: [Entity](./server.entity.md)<!-- -->; }
</td><td>
Emitted when the tracked entity of the spotlight is set.
</td></tr>
<tr><td>
["LIGHT.SET\_TRACKED\_POSITION"](./server.lighteventpayloads._light.set_tracked_position_.md)
</td><td>
</td><td>
{ light: [Light](./server.light.md)<!-- -->; position: [Vector3Like](./server.vector3like.md)<!-- -->; }
</td><td>
Emitted when the tracked position of the spotlight is set.
</td></tr>
<tr><td>
["LIGHT.SPAWN"](./server.lighteventpayloads._light.spawn_.md)
</td><td>
</td><td>
{ light: [Light](./server.light.md)<!-- -->; }
</td><td>
Emitted when a light is spawned.
</td></tr>
</tbody></table>