I am still relatively new to C#. I am trying to implement your pathfinding to a STETilemap. However, colliders are ignored. I have set the cell size to 3.2, 3.2 in the map and in the PathfindingBehavior script. Stupid me, but I cannot spot the difference to the RoguelikeDemo. Is there a checklist I can go through? - using edge colliders: check - clicked "update collider mesh" and saved the scene: check - played with "reverse normals": check Also a second question came up: I am trying to work with Timescale. Speeding things up breaks asynchronous pathfinding. Synchronous pathfinding only goes straight from start to finish. I am not skillful enough to understand why ComputeSync does not provide a full list of nodes. What would be the general concept of calculating a full path with a high timescale? Many, many thanks in advance!