Floors are essentially groups of layers. Within a floor, elements have their own z-index structure. Like layers in a group. By default, all elements, interaction zones and hitboxes are placed on floor 1. Builders can change the default floor in the Builder menu/Floor.
Default floor menu
If a builder changes the default floor, all new objects are placed on that floor. The playable character is allowed to navigate between floors by using ‘Ramps. Unlike backgrounds and Foregrounds. More details about ‘Ramps’ in a following section.

Changing the floor

By changing the floor of an element, it will be on top of everything in the floor below it. Builders can change the floor in the ‘Position’ menu of an element.
Object floor
Interaction floor
Hitboxes and interaction zones, that are linked to an element, can be moved to another floor simultaneously. The builder will get a prompt to move everything at once, after selecting a floor from the ‘Position’ menu’. In most cases it makes sense to move everything at once. But in some cases, builders want the image to be on floor 2/3, and the hitbox and interaction zones to stay on the current floor.
Move linked interactions and hitboxes to the same floor

Backgrounds and foregrounds

Elements can also be placed on a background or foreground layer/floor. Within these layers, images can be moved up or down. Builders can not use Z-indexing, hitboxes and interaction zones in these layers. Builders can use animation in these layers.
The background layer is always below everything else. A common use case for backgrounds is the lay-out of terrain.
The foreground layer is always on top of everything else. A common use case for foregrounds is creating lighting effects.
To add a background or foreground, go to Builder menu/Add Objects/Background
Add backgrounds and foregrounds