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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; [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>