Hello, I think that what you’re observing is not a bug within Edgar, but maybe you’re expecting the generated level to have some properties that it doesn’t have. Please check that the layermask is correctly configured after you generate a level. Internally, Edgar uses only built-in Unity tilemaps so you should get the same results as if you prepare a replica of a simple generated level in your test environment. You can also generate a single Edgar level directly in the Editor (not in Play mode) and see what are the differences between this level and your test environment.
Unfortunately, I don’t have any experience with raycasts in Unity so I don’t know about any specific “gotchas” that may be the cause of your problem.