I’m trying to make A* pathfinding work with the TopdownEngine (https://assetstore.unity.com/packages/templates/systems/topdown-engine-89636), but it breaks one of the engine’s scripts that checks for the player presence and gives the enemy command to fire. It’s using Physics2D.OverlapCircle on the Player layermask, then casts a ray to check if the player is behind any obstacles using Physics2D.BoxCast and Obstacles layermask. The script works fine if the player is standing on navmesh, but as soon as they leave or touch a wall, it no longer seems to detect them. Here’s a quick vid of what I’m talking about: https://streamable.com/28vyfh
Any idea why would that happen?