It makes a lot less sense if you use the Normal2D method which returns a vector orthogonal (i.e. it is a normal) to the original vector (see https://arongranberg.com/astar/docs/int3.html#Normal2D). I’m not sure why you are using that.
Generally node positions are stored as Int3 coordinates which are exactly like Vector3 coordinates except that they are integers and all coordinates are multiplied by 1000 (Int3.Precisions) to be able to represent values down to millimeter precision.
You can cast between Vector3s and Int3s using the normal cast operator.