How to implement pathfinding with Tiled2Unity prefabs?

I have implemented A* pathfinding algorithm using 2D array in C#.

However when I import Maps from Tiled2Unity, it is imported using a mesh and I can’t iterate from tile to tile. How do I go about implementing pathfinding?

For a project I once implemented 2D grid-based pathfinding on a 3D map. So I projected the grid onto the map via orthographic projection. Then I just manually calculated the x/y positions in the center of each cell.

In another step I iterated through each cell and did a raycast to find out the height for each cell. I then used this as a simple navigation graph. The height differences between cells were small, so it did not produce any optical glitches and worked very well.

Is this similar to what you try to achieve?