NavigationAgent2D multiple tilemaplayers

Godot Version

4.5.1

Question

How can I get my multiple tilemaplayers to sort of “combine” so my enemy using a navigationagent2d can move properly instead of making paths that go through walls and trying to follow them

I’ve tried things like this:

extends TileMapLayer

var _obstacles: Array[TileMapLayer] = []

func _ready() -> void:
	_get_obstacle_layers()

func _get_obstacle_layers():
	# make sure the name here is the same as the group's
	var layers = get_tree().get_nodes_in_group("Obstacles")

	for layer in layers:
		if layer is not TileMapLayer: continue
		_obstacles.append(layer)
		
func _use_tile_data_runtime_update(coords: Vector2i) -> bool:
	return _is_used_by_obstacle(coords)
	
func _is_used_by_obstacle(coords: Vector2i) -> bool:
	for layer in _obstacles:
		if coords in layer.get_used_cells():
			var is_obstacle = layer.get_cell_tile_data(coords).get_collision_polygons_count(0) > 0
			if is_obstacle:
				return true
	return false
	
func _tile_data_runtime_update(coords: Vector2i, tile_data: TileData) -> void:
	if not _is_used_by_obstacle(coords):
		tile_data.set_navigation_polygon(0, null)

but it doesnt work I dont even get an error
i’ve tried following Pathfinding Guide for 2D Top-View Tiles in Godot 4.3 - casraf.dev but it doesnt seem to work in godot 4.5 or atleast I couldnt get it to.

My Scene looks a little like this, this is the tilemaplayers I need to “combine” or make pathbindable

Also the player can build on a grid (so they can place tiles on the BuildingLayer tilemaplayer node, so I need the Floor layer to update and remove tiles/add tiles in realtime to respond to that

thanks in advance for the help!