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) > [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<string>; }
</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<string>; }
</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>