Hey all, I'm trying to detect if there are colliders around my ai character as part of its obstacle avoidance code. The problem is, it doesn't look like I'm able to detect the individual colliders of a single "tilemap collider 2d". If I perform a CircleCastAll, which encompasses 2 unique squares of the tilemap collider, only one collision point will be returned. Similarly if I use "OverlapCircleAll", the singular tilemap object will get returned. Is there any way to return multiple collision points from the same "Tilemap Collider 2D"? I want my ai character to know that there is a collider both above and below it even though the colliders are part of the same Tilemap.