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[Home](./index.md) &gt; [server](./server.md) &gt; [Entity](./server.entity.md) &gt; [spawn](./server.entity.spawn.md)

## Entity.spawn() method

Spawns the entity in the world.

Use for: placing the entity into a world so it simulates and syncs to clients. Do NOT use for: reusing a single entity instance across multiple worlds.

**Signature:**

```typescript
spawn(world: World, position: Vector3Like, rotation?: QuaternionLike): void;
```

## Parameters

<table><thead><tr><th>

Parameter


</th><th>

Type


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

world


</td><td>

[World](./server.world.md)


</td><td>

The world to spawn the entity in.


</td></tr>
<tr><td>

position


</td><td>

[Vector3Like](./server.vector3like.md)


</td><td>

The position to spawn the entity at.


</td></tr>
<tr><td>

rotation


</td><td>

[QuaternionLike](./server.quaternionlike.md)


</td><td>

_(Optional)_ The optional rotation to spawn the entity with.

\*\*Requires:\*\* Entity must not already be spawned.

\*\*Side effects:\*\* Registers the entity, adds it to the simulation, and emits `EntityEvent.SPAWN`<!-- -->.

\*\*Category:\*\* Entities


</td></tr>
</tbody></table>
**Returns:**

void

## Remarks

\*\*Rotation default:\*\* If no rotation is provided, entity spawns with identity rotation facing -Z. For Y-axis rotation (yaw): `{ x: 0, y: sin(yaw/2), z: 0, w: cos(yaw/2) }`<!-- -->. Yaw 0 = facing -Z.

\*\*Auto-collider creation:\*\* If no colliders are provided, a default collider is auto-generated from the model bounds (or block half extents). Set `modelPreferredShape` to `ColliderShape.NONE` to disable.

\*\*Collision groups:\*\* Colliders with default collision groups are auto-assigned based on `isEnvironmental` and `isSensor` flags. Environmental entities don't collide with blocks or other environmental entities.

\*\*Event enabling:\*\* Collision/contact force events are auto-enabled on colliders if listeners are registered for `BLOCK_COLLISION`<!-- -->, `ENTITY_COLLISION`<!-- -->, `BLOCK_CONTACT_FORCE`<!-- -->, or `ENTITY_CONTACT_FORCE` prior to spawning.

\*\*Controller:\*\* If a controller is attached, `controller.spawn()` is called after the entity is added to the physics simulation.

\*\*Parent handling:\*\* If `parent` was set in options, `setParent()` is called after spawn with the provided position/rotation.

