Ideas for making a grid out of multiple planes at runtime

I’m currently creating a game that will use grid based movement. As of now my plan is to have different sections of the map interchanging, and these pieces are made out of a single probuilder plane. My question is, what would be the best way of me adding the walkable/unwalkable spaces to a grid at runtime, given the map can change?

Should I just add empty objects to the walkable spaces on the prefabs to signify where they are? Are there other better ideas?

Thanks in advance!

You could consider creating an object that does not have any time of renderer but does have a collider and have that object set to a specific layermask. You could then use a raycast to check if there is a collider in that specific layermask.