Programmatically setting up Recast with a tiled world

My 2D world/terrain is tiled. But I’d like characters to move per-pixel. So a Recast Graph sounds good.

However my “collision info” is not conveyed through colliders. I have my own CustomTileInfo[,] with that kind of data.

What would be a simple way to use Recast graph but programmatically tell it where do collisions in a tiled world lie?

For the recast graph, there is not.
But if you have a tile based world, it sounds like a grid graph should be a better fit. The character doesn’t have to stop right in the center of tiles.
You may want to take a look at writing a custom grid graph rule: Writing Custom Grid Graph Rules - A* Pathfinding Project