Inaccurate A* Pathfinding Scan!

Hi, I’ve been trying to implement A* pathfinding but it is having trouble in accurately scanning the colliders in my scene. The background should be entirely filled with blue squares but it is not due to some issues with the tile colliders. The pathfinding component is using 2D physics and the diameter for the circles is set to 1. However, it doesn’t seem to produce better results if I decrease the number to 0.99 or 0.98.

Below is the image of the platforms and its colliders. They have been set to the ground layer and are the only objects in the scene on the ground layer. I’m at my wit’s end with this and would appreciate any and all help!

its because of the composite colider. The Composite collider has a verrrrrrryyyyy small offset of (5e-07). Thats why it often messes up float numbers. If you deactivate the composite then it should work fine. btw i love that you use the same tileset “kings and pigs” as i do

As a sanity check have you tried a much smaller diameter, like 0.1?

@Endogeny
I have had this problem personally with my tilemap and composite collider and the fix for it is to change the composite collider geometry type to polygons and regenerate the A Star navmesh scan.

Hope this helps!
,@Endogeny
I have had this problem personally with my tilemap and composite collider and the fix for it is to change the composite collider geometry type to polygons and regenerate the A Star navmesh scan.

Hope this helps!