AstarPath.active.Scan() not detecting colliders

Yes. 100%

 public void GenerateDungeon()
        {
            log("Dungeon seed: " + seed);
            this.random = new System.Random(seed);

            generate();

            dungeonView.Draw(dungeon, constraints);

            // Update pathfinding grid
            var gg = AstarPath.active.data.gridGraph;
    var width = bounds.left + bounds.right;
    var depth = bounds.top + bounds.bottom;
            var nodeSize = 1.0f;

            gg.SetDimensions(width, depth, nodeSize);

            // Recalculate the graph
            AstarPath.active.Scan();
        }