First, the PF maps a grid of square cells on the whole layout. You can only set CSS (Cell's Side Size) which is applied to both width and height.
This is by "design" and I'm not sure how providing the ability to set different sizes might affect the PF in the end.
It might end up in doing another PF behavior and I'm not ready/willing to dig into that atm (I'm sorry, I don't need a PF behavior with those features). Still I'm trying to provide this "simple" (but not much flexible) behavior for now.
So with this out of the way, I've resolved the obstacle recognition in the PF. Now the PF boards is accurate with the setting of the obstacles, no matter what their size is, as long as you respect the square grid aspect in your level design
Quick image to show, the blue "mask" represents what the PF knows as "unwalkable" squares. The red sprite is the player.
You can see the first wall on the top left has a "double" mask compared to the other obstacles.
It's because of its position.
The CSS there is 32. And the wall's position happen also to be 32, meaning it sits on the edge of 2 squares.
And so it will appear as your sprite is avoiding the wall when it seems it should walk right next to it.
So if you respect the positioning of the obstacles in your level designs, it will work as intended (the rest of the blue masks).
The "big thing" that left for now is that to make the recognition work, I had to use a little trick. The square, for the PF is actually 1 pixel smaller than CSS value (31X31).
And so when you put your mouse on the position 32,32 for example, for the PF, it sets the destination point as nowhere. The destination square doesn't actualy exist.
So the algorithm freezes the whole thing.
The algorithm part of the behavior isn't code I written, so I'm uneasy going into it and hacking a solution.
SoI have already my hands full atm, and it is likely that the "new version" you report should be resolved once I'm done with the current issue.
So I'll check them as documentation and even as base to provide more examples of use of the behavior once it is done, and for that I warmly thank you, but for now please don't keep them coming ^^
Yeah to conclude another walltext, pathfinding is tricky, and this behavior won't be that flexible and constrain you in your design.
Still it will allow to cover some ground and should definetely be useful/usable up to a certain level.