Hi, I’ve looked through most every related thread on this subject, and I’ve tried many of the suggested solutions on this forum, but nothing has helped me.
I’ve uploaded an imgur album of my current situation: https://imgur.com/a/X939jF6.
To begin with, I have this test tilemap. The green polygons represent my 2D colliders, and everywhere else should be walkable. You will notice that there is a blue overlay on the map, which is the Pathfinder component determining that the entire map is walkable. The expected behavior is red squares where the green collisions are. Other threads on this subject have claimed that A* will only work with the Composite Collider 2D geometry type setting “Polygons,” so I changed that option but it still isn’t being recognized as non-walkable. The collider is on its own layer, TileCollision, which is referenced as the obstacle layer mask by the Pathfinder component. I have also tried this with and without the Composite Collider 2D and with/without 2D physics. Someone on this forum suggested enabling 3D physics for my 2D game, and then doing 3D circle collision checking, but I was unable to figure out how to do this so I didn’t attempt it.
If you have any questions please let me know, I’m just a bit perplexed because I seem to have taken into account everything that previous posters have, yet it’s not working for me. Thanks for any help.