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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; [PlayerCameraEventPayloads](./server.playercameraeventpayloads.md) ## PlayerCameraEventPayloads interface Event payloads for PlayerCamera emitted events. **Signature:** ```typescript export interface PlayerCameraEventPayloads ``` ## Properties <table><thead><tr><th> Property </th><th> Modifiers </th><th> Type </th><th> Description </th></tr></thead> <tbody><tr><td> ["PLAYER\_CAMERA.LOOK\_AT\_ENTITY"](./server.playercameraeventpayloads._player_camera.look_at_entity_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; entity: [Entity](./server.entity.md)<!-- -->; } </td><td> Emitted when the camera looks at an entity. </td></tr> <tr><td> ["PLAYER\_CAMERA.LOOK\_AT\_POSITION"](./server.playercameraeventpayloads._player_camera.look_at_position_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; position: [Vector3Like](./server.vector3like.md)<!-- -->; } </td><td> Emitted when the camera looks at a position. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_ATTACHED\_TO\_ENTITY"](./server.playercameraeventpayloads._player_camera.set_attached_to_entity_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; entity: [Entity](./server.entity.md)<!-- -->; } </td><td> Emitted when the camera is attached to an entity. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_ATTACHED\_TO\_POSITION"](./server.playercameraeventpayloads._player_camera.set_attached_to_position_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; position: [Vector3Like](./server.vector3like.md)<!-- -->; } </td><td> Emitted when the camera is attached to a position. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_FILM\_OFFSET"](./server.playercameraeventpayloads._player_camera.set_film_offset_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; filmOffset: number; } </td><td> Emitted when the film offset of the camera is set. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_FORWARD\_OFFSET"](./server.playercameraeventpayloads._player_camera.set_forward_offset_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; forwardOffset: number; } </td><td> Emitted when the forward offset of the camera is set. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_FOV"](./server.playercameraeventpayloads._player_camera.set_fov_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; fov: number; } </td><td> Emitted when the field of view of the camera is set. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_MODE"](./server.playercameraeventpayloads._player_camera.set_mode_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; mode: [PlayerCameraMode](./server.playercameramode.md)<!-- -->; } </td><td> Emitted when the mode of the camera is set. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_MODEL\_HIDDEN\_NODES"](./server.playercameraeventpayloads._player_camera.set_model_hidden_nodes_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; modelHiddenNodes: Set&lt;string&gt;; } </td><td> Emitted when the nodes of the model the camera is attached to are set to be hidden. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_MODEL\_SHOWN\_NODES"](./server.playercameraeventpayloads._player_camera.set_model_shown_nodes_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; modelShownNodes: Set&lt;string&gt;; } </td><td> Emitted when the nodes of the model the camera is attached to are set to be shown. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_OFFSET"](./server.playercameraeventpayloads._player_camera.set_offset_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; offset: [Vector3Like](./server.vector3like.md)<!-- -->; } </td><td> Emitted when the offset of the camera is set. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_SHOULDER\_ANGLE"](./server.playercameraeventpayloads._player_camera.set_shoulder_angle_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; shoulderAngle: number; } </td><td> Emitted when the shoulder angle of the camera is set. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_TRACKED\_ENTITY"](./server.playercameraeventpayloads._player_camera.set_tracked_entity_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; entity: [Entity](./server.entity.md) \| undefined; } </td><td> Emitted when the tracked entity of the camera is set. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_TRACKED\_POSITION"](./server.playercameraeventpayloads._player_camera.set_tracked_position_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; position: [Vector3Like](./server.vector3like.md) \| undefined; } </td><td> Emitted when the tracked position of the camera is set. </td></tr> <tr><td> ["PLAYER\_CAMERA.SET\_ZOOM"](./server.playercameraeventpayloads._player_camera.set_zoom_.md) </td><td> </td><td> { playerCamera: [PlayerCamera](./server.playercamera.md)<!-- -->; zoom: number; } </td><td> Emitted when the zoom of the camera is set. </td></tr> </tbody></table>