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[Home](./index.md) &gt; [server](./server.md) &gt; [World](./server.world.md)

## World class

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`<!-- -->.

**Signature:**

```typescript
export default class World extends EventRouter implements protocol.Serializable 
```
**Extends:** [EventRouter](./server.eventrouter.md)

**Implements:** protocol.Serializable

## Remarks

Prefer creating worlds via `WorldManager.createWorld` or `WorldManager.getDefaultWorld` so IDs and lifecycle are managed consistently.

Initialization: - Call `World.start` to begin ticking (auto-started when created by `WorldManager`<!-- -->). - Use `set*` methods for runtime lighting or skybox changes.

<h2>Events</h2>

This class is an EventRouter, and instances of it emit events with payloads listed under `WorldEventPayloads`<!-- -->.

## Example


```typescript
const world = WorldManager.instance.createWorld({
  name: 'My World',
  skyboxUri: 'skyboxes/partly-cloudy',
});
```
\*\*Category:\*\* Core

## Constructors

<table><thead><tr><th>

Constructor


</th><th>

Modifiers


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

[(constructor)(options)](./server.world._constructor_.md)


</td><td>


</td><td>

Creates a world instance with the provided options.

Use for: direct construction only when you need custom lifecycle control. Do NOT use for: routine world creation; prefer `WorldManager.createWorld`<!-- -->.


</td></tr>
</tbody></table>

## Properties

<table><thead><tr><th>

Property


</th><th>

Modifiers


</th><th>

Type


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

[ambientLightColor](./server.world.ambientlightcolor.md)


</td><td>

`readonly`


</td><td>

[RgbColor](./server.rgbcolor.md)


</td><td>

The color of the ambient light.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[ambientLightIntensity](./server.world.ambientlightintensity.md)


</td><td>

`readonly`


</td><td>

number


</td><td>

The intensity of the ambient light.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[audioManager](./server.world.audiomanager.md)


</td><td>

`readonly`


</td><td>

[AudioManager](./server.audiomanager.md)


</td><td>

The audio manager for this world.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[blockTypeRegistry](./server.world.blocktyperegistry.md)


</td><td>

`readonly`


</td><td>

[BlockTypeRegistry](./server.blocktyperegistry.md)


</td><td>

The block type registry for this world.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[chatManager](./server.world.chatmanager.md)


</td><td>

`readonly`


</td><td>

[ChatManager](./server.chatmanager.md)


</td><td>

The chat manager for this world.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[chunkLattice](./server.world.chunklattice.md)


</td><td>

`readonly`


</td><td>

[ChunkLattice](./server.chunklattice.md)


</td><td>

The chunk lattice for this world.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[directionalLightColor](./server.world.directionallightcolor.md)


</td><td>

`readonly`


</td><td>

[RgbColor](./server.rgbcolor.md)


</td><td>

The color of the directional light.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[directionalLightIntensity](./server.world.directionallightintensity.md)


</td><td>

`readonly`


</td><td>

number


</td><td>

The intensity of the directional light.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[directionalLightPosition](./server.world.directionallightposition.md)


</td><td>

`readonly`


</td><td>

[Vector3Like](./server.vector3like.md)


</td><td>

The position the directional light originates from (relative to the camera).

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[entityManager](./server.world.entitymanager.md)


</td><td>

`readonly`


</td><td>

[EntityManager](./server.entitymanager.md)


</td><td>

The entity manager for this world.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[fogColor](./server.world.fogcolor.md)


</td><td>

`readonly`


</td><td>

[RgbColor](./server.rgbcolor.md) \| undefined


</td><td>

The fog color, or undefined to use ambient light color.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[fogFar](./server.world.fogfar.md)


</td><td>

`readonly`


</td><td>

number


</td><td>

The maximum distance from the camera at which fog stops being applied.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[fogNear](./server.world.fognear.md)


</td><td>

`readonly`


</td><td>

number


</td><td>

The minimum distance from the camera to start applying fog.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[id](./server.world.id.md)


</td><td>

`readonly`


</td><td>

number


</td><td>

The unique ID of the world.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[loop](./server.world.loop.md)


</td><td>

`readonly`


</td><td>

[WorldLoop](./server.worldloop.md)


</td><td>

The world loop that drives ticking for this world.


</td></tr>
<tr><td>

[name](./server.world.name.md)


</td><td>

`readonly`


</td><td>

string


</td><td>

The name of the world.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[particleEmitterManager](./server.world.particleemittermanager.md)


</td><td>

`readonly`


</td><td>

[ParticleEmitterManager](./server.particleemittermanager.md)


</td><td>

The particle emitter manager for this world.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[sceneUIManager](./server.world.sceneuimanager.md)


</td><td>

`readonly`


</td><td>

[SceneUIManager](./server.sceneuimanager.md)


</td><td>

The scene UI manager for this world.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[simulation](./server.world.simulation.md)


</td><td>

`readonly`


</td><td>

[Simulation](./server.simulation.md)


</td><td>

The physics simulation for this world.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[skyboxIntensity](./server.world.skyboxintensity.md)


</td><td>

`readonly`


</td><td>

number


</td><td>

The intensity of the world's skybox brightness.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[skyboxUri](./server.world.skyboxuri.md)


</td><td>

`readonly`


</td><td>

string


</td><td>

The URI of the skybox cubemap for this world.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[tag](./server.world.tag.md)


</td><td>

`readonly`


</td><td>

string \| undefined


</td><td>

An arbitrary identifier tag for your own logic.

\*\*Category:\*\* Core


</td></tr>
</tbody></table>

## Methods

<table><thead><tr><th>

Method


</th><th>

Modifiers


</th><th>

Description


</th></tr></thead>
<tbody><tr><td>

[loadMap(map)](./server.world.loadmap.md)


</td><td>


</td><td>

Loads a map into the world, replacing any prior map contents.

Use for: initializing or fully resetting a world from serialized map data. Do NOT use for: incremental edits while players are actively interacting with the world.


</td></tr>
<tr><td>

[setAmbientLightColor(color)](./server.world.setambientlightcolor.md)


</td><td>


</td><td>

Sets the color of the world's ambient light.


</td></tr>
<tr><td>

[setAmbientLightIntensity(intensity)](./server.world.setambientlightintensity.md)


</td><td>


</td><td>

Sets the intensity of the world's ambient light.


</td></tr>
<tr><td>

[setDirectionalLightColor(color)](./server.world.setdirectionallightcolor.md)


</td><td>


</td><td>

Sets the color of the world's directional light.


</td></tr>
<tr><td>

[setDirectionalLightIntensity(intensity)](./server.world.setdirectionallightintensity.md)


</td><td>


</td><td>

Sets the intensity of the world's directional light.


</td></tr>
<tr><td>

[setDirectionalLightPosition(position)](./server.world.setdirectionallightposition.md)


</td><td>


</td><td>

Sets the position the world's directional light originates from relative to a player's camera.


</td></tr>
<tr><td>

[setFogColor(color)](./server.world.setfogcolor.md)


</td><td>


</td><td>

Sets the color of the world's fog.


</td></tr>
<tr><td>

[setFogFar(far)](./server.world.setfogfar.md)


</td><td>


</td><td>

Sets the maximum distance from the camera at which fog stops being applied.


</td></tr>
<tr><td>

[setFogNear(near)](./server.world.setfognear.md)


</td><td>


</td><td>

Sets the minimum distance from the camera to start applying fog.


</td></tr>
<tr><td>

[setSkyboxIntensity(intensity)](./server.world.setskyboxintensity.md)


</td><td>


</td><td>

Sets the intensity of the world's skybox brightness.


</td></tr>
<tr><td>

[setSkyboxUri(skyboxUri)](./server.world.setskyboxuri.md)


</td><td>


</td><td>

Sets the cubemap URI of the world's skybox.


</td></tr>
<tr><td>

[start()](./server.world.start.md)


</td><td>


</td><td>

Starts the world loop, which begins ticking physics, entities, and networking.

Use for: resuming a previously stopped world. Do NOT use for: standard world creation when using `WorldManager.createWorld` (it auto-starts).

\*\*Side effects:\*\* Emits `WorldEvent.START`<!-- -->.

\*\*Category:\*\* Core


</td></tr>
<tr><td>

[stop()](./server.world.stop.md)


</td><td>


</td><td>

Stops the world loop, pausing physics, entities, and networking ticks.

Use for: pausing a world or preparing for a full map reset. Do NOT use for: disconnecting players; they remain assigned to this world.

\*\*Side effects:\*\* Emits `WorldEvent.STOP`<!-- -->.

\*\*Category:\*\* Core


</td></tr>
</tbody></table>
