V1 finds the floor in any indoor Gaussian-splat scene. The library samples where the splats are, looks for the densest low band of points per (x, y), and uses that as the surface the character walks on. The same splat file is the visual environment and the floor — no authored mesh, no preprocessing.
Level changes that have a single elevation per (x, y) get followed: slopes track smoothly, raised platforms (a step, a podium, a deck) get walked onto. Stairs work but flatten into a slope at the heightmap's resolution; discrete stepping is V3. Multi-floor scenes — balconies, mezzanines, walking under a table — can't be represented with one Z per (x, y) at all; that's also V3.
The lib's scope is producing a floor heightmap from a splat. What you do with it — kinematic snap, physics, navmesh — is yours. Jumps and falls (character controllers) and object recognition (scene understanding) aren't part of this lib.