Thanks! The main reason we used the A* Pathfinding Project over Unity's inbuilt pathfinding is because the A* Pathfinding Project was more robust and easy to use for a 2D map. Unity's pathfinder needed a bit of tinkering to get it to work in 2D, and the A* Pathfinding Project was extremely easy to use and had a lot of options for messing with the paths.
sapling
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