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[Home](./index.md) &gt; [server](./server.md)

## server package

## Classes

<table><thead><tr><th>

Class


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

[AssetsLibrary](./server.assetslibrary.md)


</td><td>

Manages the assets library and synchronization of assets to the local assets directory in development.

When to use: pulling assets from the shared library during local development. Do NOT use for: production asset loading; the library is disabled in production.


</td></tr>
<tr><td>

[Audio](./server.audio.md)


</td><td>

Represents a audio playback in a world.


</td></tr>
<tr><td>

[AudioManager](./server.audiomanager.md)


</td><td>

Manages audio instances in a world.

When to use: querying or bulk-controlling audio in a specific world. Do NOT use for: individual playback configuration; use `Audio` instances.


</td></tr>
<tr><td>

[Block](./server.block.md)


</td><td>

Represents a block in a world.

When to use: reading block data from queries like raycasts or chunk lookups. Do NOT use for: creating or placing blocks directly; use `ChunkLattice.setBlock`<!-- -->.


</td></tr>
<tr><td>

[BlockTextureRegistry](./server.blocktextureregistry.md)


</td><td>

Manages block textures and block texture atlas generation of the game.

When to use: querying texture atlas UVs and transparency hints for blocks. Do NOT use for: runtime texture modifications; regenerate atlas offline in dev.


</td></tr>
<tr><td>

[BlockType](./server.blocktype.md)


</td><td>

Represents a block type definition.

When to use: defining new block types (textures, colliders, liquid behavior). Do NOT use for: placing blocks directly; use `ChunkLattice.setBlock`<!-- -->.


</td></tr>
<tr><td>

[BlockTypeRegistry](./server.blocktyperegistry.md)


</td><td>

Manages known block types in a world.

When to use: registering and retrieving block types for a specific world. Do NOT use for: placing blocks; use `ChunkLattice.setBlock`<!-- -->.


</td></tr>
<tr><td>

[ChatManager](./server.chatmanager.md)


</td><td>

Manages chat and commands in a world.

When to use: broadcasting chat, sending system messages, or registering chat commands. Do NOT use for: player HUD/menus; use `PlayerUI` for rich UI.


</td></tr>
<tr><td>

[Chunk](./server.chunk.md)


</td><td>

A 16^3 chunk of blocks representing a slice of world terrain.

When to use: reading chunk data or working with bulk block operations. Do NOT use for: creating terrain directly; prefer `ChunkLattice`<!-- -->.


</td></tr>
<tr><td>

[ChunkLattice](./server.chunklattice.md)


</td><td>

A lattice of chunks that represent a world's terrain.

When to use: reading or mutating blocks in world space. Do NOT use for: per-entity placement logic; prefer higher-level game systems.


</td></tr>
<tr><td>

[Collider](./server.collider.md)


</td><td>

Represents a collider in a world's physics simulation.

When to use: defining collision shapes for rigid bodies or entities. Do NOT use for: gameplay queries; use `Simulation.raycast` or intersection APIs instead.


</td></tr>
<tr><td>

[CollisionGroupsBuilder](./server.collisiongroupsbuilder.md)


</td><td>

A helper class for building and decoding collision groups.

When to use: creating custom collision filters for colliders and rigid bodies. Do NOT use for: per-frame changes; collision group changes are usually infrequent.


</td></tr>
<tr><td>

[DefaultPlayerEntity](./server.defaultplayerentity.md)


</td><td>

Represents the default player model entity.

When to use: standard player avatars with built-in cosmetics and default controls. Do NOT use for: fully custom player rigs that don't match the default model's anchors/animations.


</td></tr>
<tr><td>

[DefaultPlayerEntityController](./server.defaultplayerentitycontroller.md)


</td><td>

The default player entity controller implementation.

When to use: player-controlled avatars using `DefaultPlayerEntity`<!-- -->. Do NOT use for: NPCs or non-player entities; use `SimpleEntityController` or `PathfindingEntityController` instead.


</td></tr>
<tr><td>

[Entity](./server.entity.md)


</td><td>

Represents a dynamic or static object in a world.

When to use: any non-player object that needs physics, visuals, or interactions. Do NOT use for: player-controlled avatars (use `PlayerEntity` / `DefaultPlayerEntity`<!-- -->). Do NOT use for: voxel blocks (use block APIs on `ChunkLattice`<!-- -->).


</td></tr>
<tr><td>

[EntityManager](./server.entitymanager.md)


</td><td>

Manages entities in a world.

When to use: querying and filtering entities within a specific world. Do NOT use for: cross-world queries; access each world's manager separately.


</td></tr>
<tr><td>

[EntityModelAnimation](./server.entitymodelanimation.md)


</td><td>

Represents a single animation of the model used for an Entity.

When to use: controlling individual animation playback, blending, and looping on model entities. Do NOT use for: block entities (they have no model animations).


</td></tr>
<tr><td>

[EntityModelNodeOverride](./server.entitymodelnodeoverride.md)


</td><td>

Represents a name-match model node override rule for an Entity.

When to use: configuring visual and transform overrides for one or more model nodes selected by name match.


</td></tr>
<tr><td>

[ErrorHandler](./server.errorhandler.md)


</td><td>

Manages error and warning logging.

When to use: reporting recoverable issues or fatal errors with consistent formatting. Do NOT use for: normal control flow; prefer explicit return values or exceptions.


</td></tr>
<tr><td>

[EventRouter](./server.eventrouter.md)


</td><td>

Routes events to listeners in local, world, or global scope.

When to use: event-driven hooks within server subsystems. Do NOT use for: high-frequency per-entity updates; prefer direct method calls for hot paths.


</td></tr>
<tr><td>

[GameServer](./server.gameserver.md)


</td><td>

Global entry point for server systems (players, worlds, assets).

When to use: accessing global managers and registries after startup. Do NOT use for: constructing your own server instance.


</td></tr>
<tr><td>

[IterationMap](./server.iterationmap.md)


</td><td>

A high-performance Map-like data structure optimized for frequent iteration.

When to use: per-tick collections that are built, iterated, and cleared each frame. Do NOT use for: long-lived maps with rare iteration; a standard Map is simpler.


</td></tr>
<tr><td>

[Matrix2](./server.matrix2.md)


</td><td>

Represents a 2x2 matrix.

When to use: 2D transforms or linear algebra utilities. Do NOT use for: immutable math; most methods mutate the instance.


</td></tr>
<tr><td>

[Matrix3](./server.matrix3.md)


</td><td>

Represents a 3x3 matrix.

When to use: 2D homogeneous transforms or normal matrix math. Do NOT use for: immutable math; most methods mutate the instance.


</td></tr>
<tr><td>

[Matrix4](./server.matrix4.md)


</td><td>

Represents a 4x4 matrix.

When to use: 3D transforms (translation, rotation, scale) and camera math. Do NOT use for: immutable math; most methods mutate the instance.


</td></tr>
<tr><td>

[ModelRegistry](./server.modelregistry.md)


</td><td>

Manages model data for all known models of the game.

When to use: querying model metadata (bounds, node names, animations, trimesh). Do NOT use for: runtime mesh editing; use dedicated tooling or physics colliders.


</td></tr>
<tr><td>

[ParticleEmitter](./server.particleemitter.md)


</td><td>

Represents a particle emitter in the world. Emit 2D particles that always face the camera.


</td></tr>
<tr><td>

[ParticleEmitterManager](./server.particleemittermanager.md)


</td><td>

Manages ParticleEmitter instances in a world.

When to use: querying or bulk-cleaning particle emitters for a world. Do NOT use for: configuring emitters; use `ParticleEmitter` instances directly.


</td></tr>
<tr><td>

[PathfindingEntityController](./server.pathfindingentitycontroller.md)


</td><td>

A pathfinding entity controller built on top of `SimpleEntityController`<!-- -->.

When to use: obstacle-aware movement to a target coordinate. Do NOT use for: per-tick recalculation; pathfinding is synchronous and can be expensive.


</td></tr>
<tr><td>

[PersistenceManager](./server.persistencemanager.md)


</td><td>

Manages persistence of player and global data.

When to use: reading or writing persisted data shared across lobbies or per player. Do NOT use for: per-tick state; cache data in memory and write back periodically.


</td></tr>
<tr><td>

[Player](./server.player.md)


</td><td>

A connected player in the game.

When to use: interacting with a connected player's state, UI, and world membership. Do NOT use for: constructing players or representing offline users.


</td></tr>
<tr><td>

[PlayerCamera](./server.playercamera.md)


</td><td>

The camera for a Player.

When to use: controlling a player's view, mode, and camera offsets. Do NOT use for: moving the player or entities; use entity movement APIs.


</td></tr>
<tr><td>

[PlayerEntity](./server.playerentity.md)


</td><td>

Represents an entity controlled by a player in a world.

When to use: custom player avatars that respond to player input. Do NOT use for: non-player NPCs; use `Entity` with a controller instead.


</td></tr>
<tr><td>

[PlayerManager](./server.playermanager.md)


</td><td>

Manages all connected players in a game server.

When to use: accessing online players, reacting to connection lifecycle events, or routing players to worlds. Do NOT use for: constructing or persisting players yourself; players are created automatically on connection.


</td></tr>
<tr><td>

[PlayerUI](./server.playerui.md)


</td><td>

The UI for a player.

When to use: showing overlays, HUDs, menus, and custom UI for a specific player. Do NOT use for: world-level UI shared by all players; use scene UI systems instead.


</td></tr>
<tr><td>

[Quaternion](./server.quaternion.md)


</td><td>

Represents a quaternion.

When to use: rotation math for entities, cameras, or transforms. Do NOT use for: immutable math; most methods mutate the instance.


</td></tr>
<tr><td>

[RigidBody](./server.rigidbody.md)


</td><td>

Represents a rigid body in a world's physics simulation.

When to use: physics-simulated or kinematic objects that need forces, collisions, or velocity. Do NOT use for: purely visual transforms; use entity transforms without physics when possible.


</td></tr>
<tr><td>

[SceneUI](./server.sceneui.md)


</td><td>

UI rendered within the 3D space of a world's game scene.


</td></tr>
<tr><td>

[SceneUIManager](./server.sceneuimanager.md)


</td><td>

Manages SceneUI instances in a world.

When to use: querying or bulk-unloading scene UI elements in a world. Do NOT use for: player HUD/menus; use `PlayerUI` for per-player UI.


</td></tr>
<tr><td>

[SimpleEntityController](./server.simpleentitycontroller.md)


</td><td>

A simple entity controller with basic movement functions.

When to use: straightforward movement and facing without pathfinding. Do NOT use for: obstacle-aware movement; use `PathfindingEntityController`<!-- -->.


</td></tr>
<tr><td>

[Simulation](./server.simulation.md)


</td><td>

Represents the physics simulation for a world.

When to use: advanced physics queries, custom gravity, or debug rendering. Do NOT use for: typical movement; use entity/rigid body APIs instead.


</td></tr>
<tr><td>

[Telemetry](./server.telemetry.md)


</td><td>

Manages performance telemetry and error tracking through your Sentry account.

When to use: profiling and diagnosing slow ticks or runtime errors in production. Do NOT use for: high-volume custom metrics; use a dedicated metrics pipeline instead.


</td></tr>
<tr><td>

[Vector2](./server.vector2.md)


</td><td>

Represents a 2D vector.

When to use: performance-sensitive math in game loops or geometry utilities. Do NOT use for: immutable math; most methods mutate the instance.


</td></tr>
<tr><td>

[Vector3](./server.vector3.md)


</td><td>

Represents a 3-dimensional vector.

When to use: performance-sensitive 3D math and transforms. Do NOT use for: immutable math; most methods mutate the instance.


</td></tr>
<tr><td>

[World](./server.world.md)


</td><td>

Represents an isolated simulation space (a world) on the server.

When to use: your primary container for game objects, physics, and players. Use multiple worlds to run separate rooms, arenas, or instances. Do NOT use for: cross-world global state; keep that in your own services or `GameServer`<!-- -->.


</td></tr>
<tr><td>

[WorldLoop](./server.worldloop.md)


</td><td>

Manages the tick loop for a world.

When to use: advanced scheduling or instrumentation of a world's tick cycle. Do NOT use for: normal lifecycle control—use `World.start` and `World.stop`<!-- -->.


</td></tr>
<tr><td>

[WorldManager](./server.worldmanager.md)


</td><td>

Manages all worlds in a game server.

When to use: creating additional worlds, routing players, or querying the active world set. Do NOT use for: instantiating `World` directly for gameplay; use `WorldManager.createWorld` to ensure IDs and lifecycle are managed consistently.


</td></tr>
</tbody></table>

## Abstract Classes

<table><thead><tr><th>

Abstract Class


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

[BaseEntityController](./server.baseentitycontroller.md)


</td><td>

A base class for entity controller implementations.

When to use: implementing custom entity behavior and movement logic. Do NOT use for: one-off entity changes; prefer direct entity APIs.


</td></tr>
</tbody></table>

## Enumerations

<table><thead><tr><th>

Enumeration


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

[AudioEvent](./server.audioevent.md)


</td><td>

Event types an Audio instance can emit.

See `AudioEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[BaseEntityControllerEvent](./server.baseentitycontrollerevent.md)


</td><td>

Event types a BaseEntityController instance can emit.

See `BaseEntityControllerEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[BlockTypeEvent](./server.blocktypeevent.md)


</td><td>

Event types a BlockType instance can emit.

See `BlockTypeEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[BlockTypeRegistryEvent](./server.blocktyperegistryevent.md)


</td><td>

Event types a BlockTypeRegistry instance can emit.

See `BlockTypeRegistryEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[ChatEvent](./server.chatevent.md)


</td><td>

Event types a ChatManager instance can emit.

See `ChatEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[ChunkLatticeEvent](./server.chunklatticeevent.md)


</td><td>

Event types a ChunkLattice instance can emit.

See `ChunkLatticeEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[CoefficientCombineRule](./server.coefficientcombinerule.md)


</td><td>

The coefficient for friction or bounciness combine rule.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[ColliderShape](./server.collidershape.md)


</td><td>

The shapes a collider can be.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[CollisionGroup](./server.collisiongroup.md)


</td><td>

The default collision groups.


</td></tr>
<tr><td>

[EntityEvent](./server.entityevent.md)


</td><td>

Event types an Entity instance can emit.

See `EntityEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[EntityModelAnimationBlendMode](./server.entitymodelanimationblendmode.md)


</td><td>

The blend mode of an entity model animation.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[EntityModelAnimationEvent](./server.entitymodelanimationevent.md)


</td><td>

Event types an EntityModelAnimation instance can emit.

See `EntityModelAnimationEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[EntityModelAnimationLoopMode](./server.entitymodelanimationloopmode.md)


</td><td>

The loop mode of an entity model animation.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[EntityModelAnimationState](./server.entitymodelanimationstate.md)


</td><td>

The state of an entity model animation.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[EntityModelNodeOverrideEvent](./server.entitymodelnodeoverrideevent.md)


</td><td>

Event types an EntityModelNodeOverride instance can emit.

See `EntityModelNodeOverrideEventPayloads` for payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[GameServerEvent](./server.gameserverevent.md)


</td><td>

Event types a GameServer instance can emit to the global event router.

See `GameServerEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[ParticleEmitterEvent](./server.particleemitterevent.md)


</td><td>

Event types a ParticleEmitter instance can emit.

See `ParticleEmitterEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[PlayerCameraEvent](./server.playercameraevent.md)


</td><td>

Event types a PlayerCamera can emit.

See `PlayerCameraEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[PlayerCameraMode](./server.playercameramode.md)


</td><td>

The mode of the camera.

\*\*Category:\*\* Players


</td></tr>
<tr><td>

[PlayerEvent](./server.playerevent.md)


</td><td>

Event types a Player can emit.

See `PlayerEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[PlayerManagerEvent](./server.playermanagerevent.md)


</td><td>

Event types a PlayerManager can emit.

See `PlayerManagerEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[PlayerUIEvent](./server.playeruievent.md)


</td><td>

Event types a PlayerUI can emit.

See `PlayerUIEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[RigidBodyType](./server.rigidbodytype.md)


</td><td>

The types a RigidBody can be.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[SceneUIEvent](./server.sceneuievent.md)


</td><td>

Event types a SceneUI instance can emit.

See `SceneUIEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[SimulationEvent](./server.simulationevent.md)


</td><td>

Event types a Simulation instance can emit.

See `SimulationEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[TelemetrySpanOperation](./server.telemetryspanoperation.md)


</td><td>

Performance telemetry span operation types.

\*\*Category:\*\* Telemetry


</td></tr>
<tr><td>

[WorldEvent](./server.worldevent.md)


</td><td>

Event types a World instance can emit.

See `WorldEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[WorldLoopEvent](./server.worldloopevent.md)


</td><td>

Event types a WorldLoop instance can emit.

See `WorldLoopEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[WorldManagerEvent](./server.worldmanagerevent.md)


</td><td>

Event types a WorldManager instance can emit to the global event router.

See `WorldManagerEventPayloads` for the payloads.

\*\*Category:\*\* Events


</td></tr>
</tbody></table>

## Functions

<table><thead><tr><th>

Function


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

[startServer(init)](./server.startserver.md)


</td><td>

Boots the server runtime, runs your init callback, and starts accepting connections.

Use for: normal server startup in your entry file. Do NOT use for: restarting an already running server within the same process.


</td></tr>
</tbody></table>

## Interfaces

<table><thead><tr><th>

Interface


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

[AudioEventPayloads](./server.audioeventpayloads.md)


</td><td>

Event payloads for Audio emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[AudioOptions](./server.audiooptions.md)


</td><td>

Options for creating an Audio instance.

Positional audio can be configured via `AudioOptions.attachedToEntity` or `AudioOptions.position`<!-- -->.

Use for: configuring audio before calling `Audio.play`<!-- -->. Do NOT use for: runtime updates after playback starts; use `Audio.set*` methods.

\*\*Category:\*\* Audio


</td></tr>
<tr><td>

[BallColliderOptions](./server.ballcollideroptions.md)


</td><td>

The options for a ball collider.

Use for: sphere-shaped colliders. Do NOT use for: other shapes; use the matching collider option type.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[BaseColliderOptions](./server.basecollideroptions.md)


</td><td>

The base options for a collider.

Use for: configuring colliders when creating entities or rigid bodies. Do NOT use for: runtime changes; use `Collider` methods instead.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[BaseEntityControllerEventPayloads](./server.baseentitycontrollereventpayloads.md)


</td><td>

Event payloads for BaseEntityController emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[BaseEntityOptions](./server.baseentityoptions.md)


</td><td>

The base options for an entity.

Use for: common entity configuration shared by block and model entities. Do NOT use for: runtime changes after spawn; use `Entity` setters instead.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[BaseRigidBodyOptions](./server.baserigidbodyoptions.md)


</td><td>

The base options for a rigid body.

Use for: initial rigid body configuration when creating entities or bodies. Do NOT use for: runtime changes; use `RigidBody` setter methods instead.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[BlockColliderOptions](./server.blockcollideroptions.md)


</td><td>

The options for a block collider.

Use for: axis-aligned box colliders. Do NOT use for: other shapes; use the matching collider option type.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[BlockEntityOptions](./server.blockentityoptions.md)


</td><td>

The options for creating a block entity.

Use for: entities rendered as blocks with a `BlockType` texture. Do NOT use for: model entities; use `ModelEntityOptions`<!-- -->.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[BlockPlacement](./server.blockplacement.md)


</td><td>

A block placement in world coordinates.

\*\*Category:\*\* Blocks


</td></tr>
<tr><td>

[BlockTypeEventPayloads](./server.blocktypeeventpayloads.md)


</td><td>

Event payloads for BlockType emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[BlockTypeOptions](./server.blocktypeoptions.md)


</td><td>

Options for creating a block type instance.

Use for: defining new block types to register in a `BlockTypeRegistry`<!-- -->. Do NOT use for: placing blocks; use `ChunkLattice.setBlock`<!-- -->.

\*\*Category:\*\* Blocks


</td></tr>
<tr><td>

[BlockTypeRegistryEventPayloads](./server.blocktyperegistryeventpayloads.md)


</td><td>

Event payloads for BlockTypeRegistry emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[CapsuleColliderOptions](./server.capsulecollideroptions.md)


</td><td>

The options for a capsule collider.

Use for: capsule-shaped colliders. Do NOT use for: other shapes; use the matching collider option type.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[ChatEventPayloads](./server.chateventpayloads.md)


</td><td>

Event payloads for ChatManager emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[ChunkLatticeEventPayloads](./server.chunklatticeeventpayloads.md)


</td><td>

Event payloads for ChunkLattice emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[ConeColliderOptions](./server.conecollideroptions.md)


</td><td>

The options for a cone collider.

Use for: cone-shaped colliders. Do NOT use for: other shapes; use the matching collider option type.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[CylinderColliderOptions](./server.cylindercollideroptions.md)


</td><td>

The options for a cylinder collider.

Use for: cylinder-shaped colliders. Do NOT use for: other shapes; use the matching collider option type.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[DefaultPlayerEntityControllerOptions](./server.defaultplayerentitycontrolleroptions.md)


</td><td>

Options for creating a DefaultPlayerEntityController instance.

Use for: configuring default player movement and animation behavior at construction time. Do NOT use for: per-frame changes; override methods or adjust controller state instead.

\*\*Category:\*\* Controllers


</td></tr>
<tr><td>

[DynamicRigidBodyOptions](./server.dynamicrigidbodyoptions.md)


</td><td>

The options for a dynamic rigid body, also the default type.

Use for: physics-driven bodies affected by forces and collisions. Do NOT use for: kinematic bodies; use the kinematic option types instead.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[EntityEventPayloads](./server.entityeventpayloads.md)


</td><td>

Event payloads for Entity emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[EntityModelAnimationEventPayloads](./server.entitymodelanimationeventpayloads.md)


</td><td>

Event payloads for EntityModelAnimation emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[EntityModelAnimationOptions](./server.entitymodelanimationoptions.md)


</td><td>

The options for creating an EntityModelAnimation instance.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[EntityModelNodeOverrideEventPayloads](./server.entitymodelnodeoverrideeventpayloads.md)


</td><td>

Event payloads for EntityModelNodeOverride emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[EntityModelNodeOverrideOptions](./server.entitymodelnodeoverrideoptions.md)


</td><td>

The options for creating an EntityModelNodeOverride instance.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[EventPayloads](./server.eventpayloads.md)


</td><td>

The payloads for all events in the game server.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[FixedRigidBodyOptions](./server.fixedrigidbodyoptions.md)


</td><td>

The options for a fixed rigid body.

Use for: immovable bodies (world geometry, static platforms). Do NOT use for: moving objects; use dynamic or kinematic options.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[GameServerEventPayloads](./server.gameservereventpayloads.md)


</td><td>

Event payloads for GameServer emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[KinematicPositionRigidBodyOptions](./server.kinematicpositionrigidbodyoptions.md)


</td><td>

The options for a kinematic position rigid body.

Use for: moving bodies by setting target positions each tick. Do NOT use for: physics-driven motion; use dynamic bodies instead.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[KinematicVelocityRigidBodyOptions](./server.kinematicvelocityrigidbodyoptions.md)


</td><td>

The options for a kinematic velocity rigid body.

Use for: moving bodies by setting velocities each tick. Do NOT use for: physics-driven motion; use dynamic bodies instead.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[ModelEntityOptions](./server.modelentityoptions.md)


</td><td>

The options for creating a model entity.

Use for: entities rendered from a glTF model. Do NOT use for: block entities; use `BlockEntityOptions`<!-- -->.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[NoneColliderOptions](./server.nonecollideroptions.md)


</td><td>

The options for an error type "none" collider.

Use for: explicitly disabling collider creation. Do NOT use for: physical interactions; no collider will be created.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[Outline](./server.outline.md)


</td><td>

The options for rendering an outline.

\*\*Category:\*\* Types


</td></tr>
<tr><td>

[ParticleEmitterEventPayloads](./server.particleemittereventpayloads.md)


</td><td>

Event payloads for ParticleEmitter emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[ParticleEmitterOptions](./server.particleemitteroptions.md)


</td><td>

Options for creating a ParticleEmitter instance.

Use for: configuring an emitter before calling `ParticleEmitter.spawn`<!-- -->. Do NOT use for: runtime updates after spawn; use `ParticleEmitter.set*` methods.

\*\*Category:\*\* Particles


</td></tr>
<tr><td>

[PlayerCameraEventPayloads](./server.playercameraeventpayloads.md)


</td><td>

Event payloads for PlayerCamera emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[PlayerEventPayloads](./server.playereventpayloads.md)


</td><td>

Event payloads for Player emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[PlayerManagerEventPayloads](./server.playermanagereventpayloads.md)


</td><td>

Event payloads for PlayerManager emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[PlayerUIEventPayloads](./server.playeruieventpayloads.md)


</td><td>

Event payloads for PlayerUI emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[QuaternionLike](./server.quaternionlike.md)


</td><td>

A quaternion.

\*\*Category:\*\* Math


</td></tr>
<tr><td>

[RgbColor](./server.rgbcolor.md)


</td><td>

An RGB color. `r`<!-- -->, `g`<!-- -->, and `b` expect a value between 0 and 255.

\*\*Category:\*\* Types


</td></tr>
<tr><td>

[RoundCylinderColliderOptions](./server.roundcylindercollideroptions.md)


</td><td>

The options for a round cylinder collider.

Use for: rounded cylinder colliders. Do NOT use for: other shapes; use the matching collider option type.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[SceneUIEventPayloads](./server.sceneuieventpayloads.md)


</td><td>

Event payloads for SceneUI emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[SceneUIOptions](./server.sceneuioptions.md)


</td><td>

Options for creating a SceneUI instance.

Use for: configuring scene UI before `SceneUI.load`<!-- -->. Do NOT use for: runtime updates after load; use `SceneUI.set*` methods.

\*\*Category:\*\* UI


</td></tr>
<tr><td>

[SimulationEventPayloads](./server.simulationeventpayloads.md)


</td><td>

Event payloads for Simulation emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[SpdMatrix3](./server.spdmatrix3.md)


</td><td>

A 3x3 symmetric positive-definite matrix for spatial dynamics.

\*\*Category:\*\* Math


</td></tr>
<tr><td>

[TrimeshColliderOptions](./server.trimeshcollideroptions.md)


</td><td>

The options for a trimesh collider.

Use for: mesh-based colliders from model data. Do NOT use for: simple primitives; prefer analytic shapes when possible.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[Vector2Boolean](./server.vector2boolean.md)


</td><td>

A 2-dimensional vector of boolean values.

\*\*Category:\*\* Math


</td></tr>
<tr><td>

[Vector2Like](./server.vector2like.md)


</td><td>

A 2-dimensional vector.

\*\*Category:\*\* Math


</td></tr>
<tr><td>

[Vector3Boolean](./server.vector3boolean.md)


</td><td>

A 3-dimensional vector of boolean values.

\*\*Category:\*\* Math


</td></tr>
<tr><td>

[Vector3Like](./server.vector3like.md)


</td><td>

A 3-dimensional vector.

\*\*Category:\*\* Math


</td></tr>
<tr><td>

[VoxelsColliderOptions](./server.voxelscollideroptions.md)


</td><td>

The options for a voxels collider.

Use for: voxel-based colliders (block volumes). Do NOT use for: simple primitives; prefer analytic shapes when possible.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[WedgeColliderOptions](./server.wedgecollideroptions.md)


</td><td>

The options for a wedge collider.

Use for: wedge-shaped colliders (inclined planes). Do NOT use for: other shapes; use the matching collider option type.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[WorldEventPayloads](./server.worldeventpayloads.md)


</td><td>

Event payloads for World emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[WorldLoopEventPayloads](./server.worldloopeventpayloads.md)


</td><td>

Event payloads for WorldLoop emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[WorldManagerEventPayloads](./server.worldmanagereventpayloads.md)


</td><td>

Event payloads for WorldManager emitted events.

\*\*Category:\*\* Events


</td></tr>
<tr><td>

[WorldMap](./server.worldmap.md)


</td><td>

A map representation for initializing a world.

Use for: importing static maps or tooling exports via `World.loadMap`<!-- -->. Do NOT use for: incremental edits while a world is live; use chunk/block APIs instead.


</td></tr>
<tr><td>

[WorldOptions](./server.worldoptions.md)


</td><td>

Options for creating a World instance.

Use for: initializing a world and its environment at construction time. Do NOT use for: runtime changes; use the corresponding `set*` methods on `World`<!-- -->.


</td></tr>
</tbody></table>

## Variables

<table><thead><tr><th>

Variable


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

[BLOCK\_ROTATIONS](./server.block_rotations.md)


</td><td>

All valid block rotations, named as `{face pointing up}_{Y rotation degrees}`<!-- -->.

N prefix = negative axis (e.g. `NZ_90` = -Z face up, rotated 90° around global Y).

\*\*Category:\*\* Blocks


</td></tr>
<tr><td>

[DEFAULT\_ENTITY\_RIGID\_BODY\_OPTIONS](./server.default_entity_rigid_body_options.md)


</td><td>

The default rigid body options for a model entity when `EntityOptions.rigidBodyOptions` is not provided.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[SUPPORTED\_INPUTS](./server.supported_inputs.md)


</td><td>

The inputs that are included in `PlayerInput`<!-- -->.

\*\*Category:\*\* Players


</td></tr>
</tbody></table>

## Type Aliases

<table><thead><tr><th>

Type Alias


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

[BlockRotation](./server.blockrotation.md)


</td><td>

A block rotation from `BLOCK_ROTATIONS`<!-- -->.

\*\*Category:\*\* Blocks


</td></tr>
<tr><td>

[BlockTextureMetadata](./server.blocktexturemetadata.md)


</td><td>

Block texture metadata including UVs and rendering hints.

\*\*Category:\*\* Textures


</td></tr>
<tr><td>

[ColliderOptions](./server.collideroptions.md)


</td><td>

The options for a collider.

Use for: providing collider definitions when creating rigid bodies or entities. Do NOT use for: runtime changes; use `Collider` APIs instead.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[CollisionCallback](./server.collisioncallback.md)


</td><td>

A callback function that is called when a collision occurs.


</td></tr>
<tr><td>

[CollisionGroups](./server.collisiongroups.md)


</td><td>

A set of collision groups.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[CommandCallback](./server.commandcallback.md)


</td><td>

A callback function for a chat command.


</td></tr>
<tr><td>

[ContactForceData](./server.contactforcedata.md)


</td><td>

Data for contact forces.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[ContactManifold](./server.contactmanifold.md)


</td><td>

A contact manifold.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[DecodedCollisionGroups](./server.decodedcollisiongroups.md)


</td><td>

A decoded set of collision groups represented as their string equivalents.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[DefaultPlayerEntityOptions](./server.defaultplayerentityoptions.md)


</td><td>

Options for creating a DefaultPlayerEntity instance.

Use for: customizing the default player avatar (for example cosmetic visibility). Do NOT use for: changing movement behavior; use `DefaultPlayerEntityControllerOptions`<!-- -->.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[EntityOptions](./server.entityoptions.md)


</td><td>

The options for creating an `Entity` instance.

Use for: constructing an entity; choose `BlockEntityOptions` or `ModelEntityOptions`<!-- -->. Do NOT use for: mutating entity state after spawn; use entity setters and methods.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[FaceCallback](./server.facecallback.md)


</td><td>

Callback invoked as the entity rotates toward a target.


</td></tr>
<tr><td>

[FaceCompleteCallback](./server.facecompletecallback.md)


</td><td>

Callback invoked when the entity finishes rotating to face a target.


</td></tr>
<tr><td>

[FaceOptions](./server.faceoptions.md)


</td><td>

Options for `SimpleEntityController.face`<!-- -->.

Use for: customizing a single `face()` call (callbacks, completion). Do NOT use for: persistent defaults; use `SimpleEntityControllerOptions`<!-- -->.

\*\*Category:\*\* Controllers


</td></tr>
<tr><td>

[FilterOptions](./server.filteroptions.md)


</td><td>

Filter options for raycasting and intersection queries.

Use for: scoping physics queries to specific colliders or groups. Do NOT use for: persistent collision configuration; use `CollisionGroupsBuilder`<!-- -->.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[IntersectionResult](./server.intersectionresult.md)


</td><td>

An intersection result.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[ModelBoundingBox](./server.modelboundingbox.md)


</td><td>

A bounding box for a model.

\*\*Category:\*\* Models


</td></tr>
<tr><td>

[ModelTrimesh](./server.modeltrimesh.md)


</td><td>

A trimesh for a model.

\*\*Category:\*\* Models


</td></tr>
<tr><td>

[MoveCallback](./server.movecallback.md)


</td><td>

Callback invoked as the entity moves toward a target coordinate.


</td></tr>
<tr><td>

[MoveCompleteCallback](./server.movecompletecallback.md)


</td><td>

Callback invoked when the entity reaches the target coordinate.


</td></tr>
<tr><td>

[MoveOptions](./server.moveoptions.md)


</td><td>

Options for `SimpleEntityController.move`<!-- -->.

Use for: customizing a single `move()` call. Do NOT use for: persistent defaults; use `SimpleEntityControllerOptions`<!-- -->.

\*\*Category:\*\* Controllers


</td></tr>
<tr><td>

[ParticleEmitterOrientation](./server.particleemitterorientation.md)


</td><td>

The orientation mode for particles.

\*\*Category:\*\* Particles


</td></tr>
<tr><td>

[PathfindAbortCallback](./server.pathfindabortcallback.md)


</td><td>

Callback invoked when pathfinding aborts.

\*\*Category:\*\* Controllers


</td></tr>
<tr><td>

[PathfindCompleteCallback](./server.pathfindcompletecallback.md)


</td><td>

Callback invoked when pathfinding completes and the entity reaches the target.

\*\*Category:\*\* Controllers


</td></tr>
<tr><td>

[PathfindingOptions](./server.pathfindingoptions.md)


</td><td>

Options for `PathfindingEntityController.pathfind`<!-- -->.

Use for: configuring a single pathfinding request. Do NOT use for: per-tick recalculation; call `pathfind` sparingly.

\*\*Category:\*\* Controllers


</td></tr>
<tr><td>

[PlayerCameraOrientation](./server.playercameraorientation.md)


</td><td>

The camera orientation state of a Player.

\*\*Category:\*\* Players


</td></tr>
<tr><td>

[PlayerCosmetics](./server.playercosmetics.md)


</td><td>

The cosmetics of a player.

\*\*Category:\*\* Networking


</td></tr>
<tr><td>

[PlayerCosmeticsEquippedItem](./server.playercosmeticsequippeditem.md)


</td><td>

An equipped item of a player's cosmetics.

\*\*Category:\*\* Networking


</td></tr>
<tr><td>

[PlayerCosmeticSlot](./server.playercosmeticslot.md)


</td><td>

The slots used for player cosmetics.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[PlayerEntityOptions](./server.playerentityoptions.md)


</td><td>

Options for creating a PlayerEntity instance.

Use for: creating a player-bound entity (requires `player`<!-- -->). Do NOT use for: non-player entities; use `EntityOptions`<!-- -->.

\*\*Category:\*\* Entities


</td></tr>
<tr><td>

[PlayerInput](./server.playerinput.md)


</td><td>

The input state of a `Player`<!-- -->.

\*\*Category:\*\* Players


</td></tr>
<tr><td>

[RawCollider](./server.rawcollider.md)


</td><td>

A raw collider object from the Rapier physics engine.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[RawCollisionGroups](./server.rawcollisiongroups.md)


</td><td>

A raw set of collision groups represented as a 32-bit number.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[RawShape](./server.rawshape.md)


</td><td>

A raw shape object from the Rapier physics engine.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[RaycastHit](./server.raycasthit.md)


</td><td>

A hit result from a raycast.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[RaycastOptions](./server.raycastoptions.md)


</td><td>

Options for raycasting.

Use for: configuring `Simulation.raycast` calls. Do NOT use for: caching long-term query state; build per query.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[RigidBodyAdditionalMassProperties](./server.rigidbodyadditionalmassproperties.md)


</td><td>

Additional mass properties for a RigidBody.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[RigidBodyOptions](./server.rigidbodyoptions.md)


</td><td>

The options for a rigid body.

Use for: constructing rigid bodies; choose an option type matching `RigidBodyType`<!-- -->. Do NOT use for: runtime changes; use `RigidBody` methods instead.

\*\*Category:\*\* Physics


</td></tr>
<tr><td>

[TelemetrySpanOptions](./server.telemetryspanoptions.md)


</td><td>

Options for creating a telemetry span.

Use for: configuring `Telemetry.startSpan` calls. Do NOT use for: long-lived spans; keep spans short and scoped to a task.

\*\*Category:\*\* Telemetry


</td></tr>
<tr><td>

[WaypointMoveCompleteCallback](./server.waypointmovecompletecallback.md)


</td><td>

Callback invoked when the entity finishes moving to a waypoint.


</td></tr>
<tr><td>

[WaypointMoveSkippedCallback](./server.waypointmoveskippedcallback.md)


</td><td>

Callback invoked when a waypoint is skipped due to timeout.


</td></tr>
</tbody></table>
