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[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 the nodes of the entity's model are set to be hidden.


</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>
