Like the Binding of Isaac, I created a room out of sprites to place obstacles and enemies. (using arrays)
The Binding of Isaac used arrays, which I don't know for now, and numbered them lower and farther away from the player's position.
As a result, enemies dodge a number of obstacles and move to the location closest to the player. However, it is very inefficient to give each enemy such an arrangement and calculate the path for every delta.
Do you know Navigation2D dynamically allocating obstacles and avoiding them?
or Is there a way to avoid using A-Star?
It's hard to get a clear idea with all of them using Tilemap.
Thanks for the poor English too.