Possible to use with without colliders

So I am experimenting with a custom tilemap solution that is bare bones enough to support my game’s use case but nothing more. Part of this would involve not having colliders for the tilemap as almost everything in the game would not need colliders for the tilemap. The game is 2D turn based and everything moves on a grid and each tile is either a full “collider” tile or not and storing this just as a bool in the tilemap data and checking against that is a lot easier (an would imagine faster) than dynamically generating a collider that would match to geometry needed for the colliders .

Currently the only thing that would need colliders in this library. I was wondering if there is a way for me to provide a custom implement for the 2D grid graph that basic allow me to use the tilemap map data manually to tell the graph if a given position has a collider instead of being forced to use colliders to determine if a node is walkable?

have you seen this?

Personally, in my game I try not to use colliders either.
I have code like this:

GraphUpdateObject graphUpdateObject = new GraphUpdateObject(bounds);
graphUpdateObject.updatePhysics = true;
graphUpdateObject.modifyWalkability = true;
graphUpdateObject.setWalkability = false;

and it works for me. The only problem is LayeredGridGraph and paths that are above or under another path/blockade. For that I need to use basic colliders.

You can also update the graph directly by accessing the data, that might be faster: https://arongranberg.com/astar/docs/graph-updates.php#scripting
In the beta you could alternatiely create a custom grid graph rule to make your tilemap the ground truth: https://www.arongranberg.com/astar/documentation/dev_4_3_35_73f9256e/gridrules.html