Help getting grounded enemy to move with A* pathfinding (based on Brackeys tutorial)

Hello!

So, I have an enemy object. I stumbled with the Brackeys tutorial for enemy pathfinding using A* project (link: https://www.youtube.com/watch?v=jvtFUfJ6CP8&ab_channel=Brackeys), but somehow, I can’t get my enemy object to move - I’m using the custom script -. Also, I’m using a little variation in the “AddForce” part of the script that I found in the comments of the video, It is supposed to help to move the enemy just in the horizontal axis, but the original AddForce

Rigidbody2D.AddForce(Force);

doesn’t work either. So, here is the script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Pathfinding;

public class YaoquizquitlCeMovement : MonoBehaviour
{
    [Header("Pathfinding")]
    public Transform Target;

    [Header("Physics")]
    public float Speed = 2f;
    public float NextWaypointDistance = 3f;

    Path Path;
    int CurrentWaypoint = 0;

    Seeker Seeker;
    Rigidbody2D Rigidbody2D;

    void Start()
    {
        Seeker = GetComponent<Seeker>();
        Rigidbody2D = GetComponent<Rigidbody2D>();

        InvokeRepeating("UpdatePath", 0f, 0.5f);
    }

    void FixedUpdate()
    {
        if(Path == null)
        {
            return;
        }

        if(CurrentWaypoint >= Path.vectorPath.Count)
        {
            return;
        } 

        Vector2 Direction = ((Vector2)Path.vectorPath[CurrentWaypoint] - Rigidbody2D.position).normalized;
        Vector2 Force = Direction * Speed * Time.deltaTime;

        //This is the variation for the ground enemies movement.
        Vector2 Velocity = Rigidbody2D.velocity;
        Velocity = Force;
        Rigidbody2D.velocity = Velocity;

        float Distance = Vector2.Distance(Rigidbody2D.position, Path.vectorPath[CurrentWaypoint]);

        if(Distance < NextWaypointDistance)
        {
            CurrentWaypoint++;
        }
    }

    void UpdatePath()
    {
        if(Seeker.IsDone())
        {
            Seeker.StartPath(Rigidbody2D.position, Target.position, OnPathComplete);
        }    
    }

    void OnPathComplete(Path p)
    {
        if(!p.error)
        {
            Path = p;
            CurrentWaypoint = 0;
        }
    }
}

And here is the components setup for the enemy object (It’s called Yaoquizquitl).

Some final observations: If I use the built-in AI pathfinder, the enemy object moves (but It flies, and I just want it to move on the ground); the correct target is set, that is, the player object (Nehnemiquiteotl); using the custom script, it uses and traces paths to the target correctly.

hi did tou find a solution for getting the enemy grounded?