Question about node size

Hi,

I was wondering what unit uses the Node Size property?

I’m doing a 2D tile-based game and I’d need node size to be about 48px square, So that they fit with my tilesystem, so for example a wall would give a non-walkable node.

I quickly made something to flag wall for my game, it works, I see the shape of my walls but they doesn’t fit with the walls at all. See here (bottom left of the game window) http://cl.ly/image/3J2X271K150s

Here’s the code I pulled to get it working:
`
private void AssignNodesToTiles() {
TileNodes = new TileNodeCollection();
GridGraph graph = AstarPath.active.astarData.gridGraph;

bool isFirst = false;

TileSystem[] tileSystems;
tileSystems = new TileSystem[3] { floor, wall1, wall2 };

foreach(TileSystem tileSystem in tileSystems) {
	// looping on our pathfinder grid
	for (int row = 0; row < tileSystem.rows; ++row) {
	    for (int column = 0; column < tileSystem.columns; ++column) {
	        TileData tile = tileSystem.GetTile(row, column);
	        if (tile == null)
	            continue;
			
			GridNode node = (GridNode)graph.nodes[column*graph.width + row];
			
			// if there's "Wall" in the tile name, expect it to be non-walkable
			if (tile.TilesetBrush.name != null) {
				if (tile.TilesetBrush.name.Contains("Wall")) {
					node.walkable = false;
				}
			}

			if (isFirst) {
				// coords of the tile
				Coords coords = new Coords(row, column);
				
				// tile/node associationh
				TileNodePair tileNodePair = new TileNodePair(tile, node);
				TileNodes.Add(coords, tileNodePair);
			}
		}
	}
}

}
`

It is functional but as I said the non walkable node does not fit with the walls on screen at all. Any suggestion for this?

Thanks a lot!