Update #63: Changes to strategy, previous strategy didn't provide an accurate path therefore a new strategy has been developed. This strategy consist on creating a grid of node on the map and use the A* algorithm to determine the best path between 2 points. The reason the previous strategy was dropped is that many paths that were created ignored the end position and were unnecessarily long. Also, it didn't always react to an obstacle. In this update, the grid system is implemented and switching to a scene view will show it. You will notice that nodes that have an obstacle will be colored in red, whereas the player will be cyan. The rest is in white. This is done by using the layer-mask in unity, which detects any item that is in a specific layer (all obstacles are part of the same layer). In the next update, the A* algorithm will be built for the player.  Another key issue is that to have the grid system working perfectly, we need to make sure that the map generation scripts executes before the grid otherwise everything will be white. This issue should have been fixed, but if anyone notices this issue, just check the execution order of the scripts and make sure that the aforementioned scripts are executed in the correct order