# How Do I Make 3D Raycasting Floors

**URL:** https://forum.makecode.com/t/how-do-i-make-3d-raycasting-floors/28473
**Category:** Help
**Tags:** extension
**Created:** [April 29, 2024, 2:36am UTC](https://forum.makecode.com/t/how-do-i-make-3d-raycasting-floors/28473 "2024-04-29T02:36:40Z")
**Posts on this page:** 1
**Showing post:** 3

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### Author: ![Blobbey](https://sea2.discourse-cdn.com/flex020/user_avatar/forum.makecode.com/blobbey/32/20831_2.png) [@Blobbey](https://forum.makecode.com/u/Blobbey)
#### Post date: [April 29, 2024, 4:05pm UTC](https://forum.makecode.com/t/how-do-i-make-3d-raycasting-floors/28473/3 "2024-04-29T16:05:27Z")

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Tile floors don’t work in the base extension, but there are floors in the link in this post:

> [@Raycasting 3D render -- Blocks Edition](https://forum.makecode.com/t/raycasting-3d-render-blocks-edition/12921/206):
>
> In 3D world overlay condition is a little difference from 2D world. I modified some of your project. Jump condition. Focus on Z direction, use overlaps in Z dimension block to filter touching in Z first. Then, filter falling state by sprite.ZVelocity\<0 Then, optional, sprite.ZPosition\> otherSprite.ZPosition + [Height of otherSprite after scale] - AFewToleranceHeight Delay with Throttle block of Timer after hurt. Avoid pause in event function Animation setting. Raycasting provide…

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