it makes sense e.g. for grid based, non physics collision driven levels/movement
currently for testing I generate level and construct crude navigation map based on rooms coordinates (adding some offset to get the middle of each room)), the player/agent can move backward/forward in navmap - i.e advance from one room to the next/previous one:
( - not to confuse with unity's navmesh )
without any structural level information the data is only in tilemap now - if you don't generate rooms/elements with physics colliders
(tilemap itself _might_ be enough in my case though - if the rooms generated had always exits only to connected rooms)
maybe things like A* would better operate on some preprocessed data rather than on tilemap tiles too, not sure