A* Pathfinding for Procedural Platformer Levels

Im trying to write code a my Procedural Platformer Game , but i have no idea where to start.

Ive looked up A* Pathfinding in general, but i cant seem to find A* Pathfinding with Procedural Platformer Levels. That is, jumping from platform to platform.

So would anyone give me some pointers as to how to approach this problem ?
That is, taking into the account of the:

  • Enemies Physics ( Gravity , Acceleration, Speed )
  • Enemies jumping from platform to platform

How would i be coding it different for a normal A* Pathfinding and a Procedural Level.

Link for A* Pathfinding Tutorial

Link for Procedural Level

Have you implemented A* yet ? If not I would do that first so you can get your head around how it works before you start modifying it.

A* can be used on anything that can be represented by a graph. Simply put nodes on each end of each platform, with links to all of the other nodes that are accessible from there.

I have no idea where to start. I am using Unity3D.
I have many question such as,
How am i to make my tiles ?

  • How can i implement and vary the tiles from my Physics ( e.g. my speed )
    How am i to write my Pathfinding Algorithm ?

I am just wondering . . What kind of grid would i be using for my situation ?