Issue with Z-Axis in Procedural Generation for Minecraft-like Layer I am currently working on a procedural generation system in GDevelop, but I’m encountering a problem with the Z-axis. Specifically, I am struggling to create a “bottom layer” similar to what you would see in Minecraft, where there are different layers stacked on top of each other. In my current project, I’ve managed to generate objects and terrain dynamically, but when it comes to layering these objects on the Z-axis (for example, placing certain blocks or elements below the player or under certain layers), things don’t seem to work as expected. The objects don’t appear in the correct order, and the layering system feels inconsistent. I’m looking for a way to correctly manage the depth of the objects generated, so that lower layers are placed beneath higher layers as intended. Any help or suggestions on how to handle the Z-axis for procedural generation in GDevelop would be greatly appreciated!
basically I’m wanting this to create a layer underneath