Recast is supposed to work in 2D, but it’s giving me undesired results by projecting paths ONLY onto the objects it’s supposed to avoid. I can’t find any documentation on implementing it in with sprites, if I can find this it would solve my problem. I think it has something to do with a mesh filter.
I have many physics objects that move often, and using a gridGraph might be better for performance. Recasting an entire whole grid every second is to expensive. If there was a way to recast slowly it might work, but not sure if that’s an option.