A* 2D pathfinding trouble

Hi, so I created this simple zombie script for my asset that I have been working on, but now I am trying to incorporate A* pathfinding for a personal project. The issue is, The zombies are continuing to not move to the target destination. This is the zombie AI script attached. The video I’m attaching also shows all of the hierarchy and attached components.

I’m just quite confused why the zombie is not moving toward the player along the path, and any help or pointers in the right direction would be much appreciated.

P.S. I am also using photon engine.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using UnityEngine.AI;
using Pathfinding;

public class ZombieAI : MonoBehaviour
{
    PhotonView view;
    private AIPath path;
    [HideInInspector] public Seeker seeker;

    [Header("Variables")]
    public float speed = 3f;
    public float damage = 5f;
    public float health = 100f;

    [Header("Zombie Sprites (randomly chooses)")]
    public Sprite[] zombieRenders; // Selects a sprite from the list on start.
    SpriteRenderer spriteRenderer;

    private Transform target;
    private Animator anim;
    private Rigidbody2D rb;

    float randomRot;
    Quaternion rotate;

    bool isAttacking = false;
    bool isAttackCoroRunning = false;

    private void Start()
    {
        seeker = GetComponent<Seeker>();
        path = GetComponent<AIPath>();
        isAttacking = false;
        view = GetComponent<PhotonView>();
        rb = GetComponent<Rigidbody2D>();
        spriteRenderer = GetComponentInChildren<SpriteRenderer>();
        anim = GetComponentInChildren<Animator>();

        view.RPC(nameof(SelectZombieSprite), RpcTarget.AllViaServer);
    }

    [PunRPC]
    void SelectZombieSprite()
    {
        if (PhotonNetwork.IsMasterClient)
        {
            // Controls the random sprite to select
            int index = Random.Range(0, zombieRenders.Length);
            spriteRenderer.sprite = zombieRenders[index];
            path.maxSpeed = 6;
            path.maxAcceleration = 2;

            // Controls random rotation
            randomRot = Random.Range(1, 360);
            transform.rotation = Quaternion.Euler(0f, 0f, randomRot);
            anim.SetBool("isMoving", true);
        }
    }

    public void OnTriggerEnter2D(Collider2D other)
    {
        // Sets the target of which player entered the range
        if (other.CompareTag("Player"))
        {
            target = other.transform;
        }
    }

    public void OnTriggerExit2D(Collider2D other)
    {
        // Removes the target of which player entered the range
        if (other.CompareTag("Player"))
        {
            target = null;
            isAttacking = false;
        }
    }


    public void Update()
    {
        if (target == null)
        {
            anim.SetBool("isMoving", true);
            return;
        }

        if (target.GetComponent<StatsManager>().health <= 0)
        {
            target = null;
            return;
        }

        float dist = Vector2.Distance(transform.position, target.position);

        if (dist <= 0.7f)
        {
            // Zombie is within attack range
            if (!isAttacking)
            {
                StartCoroutine(DealDamage());
                isAttacking = true;
            }

            // Stop moving
            seeker.StartPath(transform.position, transform.position);
            anim.SetBool("isMoving", true);
        }
        else
        {
            // Zombie is outside attack range, continue moving

            seeker.StartPath(this.transform.position, target.transform.position);
            anim.SetBool("isMoving", false);

            // Look towards the player
            transform.right = target.position;
        }
    }




    public IEnumerator DealDamage()
    {
        // Handles the attacking of the zombie. It has a timer which can be changed on line 114.
        yield return new WaitForSeconds(.1f);
        if (isAttacking)
        {
            target.GetComponent<StatsManager>().TakeDamage();
            yield return new WaitForSeconds(1f);
            StartCoroutine(DealDamage());
        }
        else if(!isAttacking)
        {
            StopAllCoroutines();
        }

    }

    public void TakeDamage()
    {
        // Calls the networked function over the network to take damage(RPC). The damage is only handled by the master client.
        view.RPC(nameof(TakeDamageRPC), RpcTarget.MasterClient);
    }

    [PunRPC]
    void TakeDamageRPC()
    {
        // Handles damage over the network.
        health -= 25f;

        if (health <= 0)
        { PhotonNetwork.Destroy(gameObject); }
    }

}

Figured out the issue, under AI path it needed to be set to YAxisForward.