The math for converting from the isometric tile space to world space was slightly off. I presume (Height - 1) was the original approach for centering the Vector2 on the tile, but it was causing the x coordinate to be off by 1. For worldY, I add an additional yOffset to center it, but it could be removed to set the point to the top left of the tile.
Here's a couple of images of the differences. The blue squares are walls, the orange ones are open tiles.
The math for converting from the isometric tile space to world space was slightly off. I presume (Height - 1) was the original approach for centering the Vector2 on the tile, but it was causing the x coordinate to be off by 1. For worldY, I add an additional yOffset to center it, but it could be removed to set the point to the top left of the tile.
Here's a couple of images of the differences. The blue squares are walls, the orange ones are open tiles.
Before![before](https://user-images.githubusercontent.com/12931380/224535118-5f3b238e-9cbd-47e2-9cd5-ca1fde7f5f20.PNG)
After![after](https://user-images.githubusercontent.com/12931380/224535080-d4d57527-3023-4058-a671-55e7b27c960b.PNG)