Need an advice: 2D A* Pathfinding + Move to click

Hello!
I started using A* Pathfinding Project assets in my new prototype and I want character moves by mouse click.

The first idea I implemented:

  1. Create target which is at the middle of the player by default.

  2. When I perform mouse click target position value changes according to click coordinates

  3. Player moves to the new target position

  4. When player reaches the target he stops

    private Vector2 targetPosition;
    private GameObject target;
    void Start()
    {
        target = GameObject.FindGameObjectWithTag("Target");
    }
    
    void Update()
    {
        if(Input.GetKeyDown(KeyCode.Mouse0))   
        {  
            targetPosition = Camera.main.ScreenToWorldPoint(Input.mousePosition);
            target.transform.position = targetPosition;
        }        
    }
    

I got two problems with this solution:
I’m not applying force to the player’s Rigidbody2D which is kinda strange and gives less data to further development, I suppose (for example for defining speed ect.).

The second problem is that when I add Rigidbody to the Player and while moving his path he meets a collider, he gets stuck or start rotating.

I didn’t find any tutorial which explains “A* Pathfinding” and “Click to move” combined. Could somebody please help on this?

I don’t see where you have the A* algorithm called and implemented. Seems you just set the transform directly to the coordinate of the mouse every frame…

A* is used to do the shortest path in a 2D grid where all cells have a cost to pass or is impassable…
You need to implement/divide your world into that grid yourself… however it may fit to do in Unity and your obstacle objects…