List<Vector2> nodeList;
public override void _Ready()
{
 nodeList = (List<Vector2>)mazeTm.Get("nodeList");
}

Not sure why this doesnt work? Can you not cast a godot object to a C# list?

5 days later

What is "nodeList" in your scene? Any child node in your current node (or any other) should inherit from Godot.Node, and List<Vector2> (or Vector2) doesn't inherit from Godot.Node.

    5 days later

    betauer nodeList is a c# list data structure of vector2 coordinates from a tilemap. The class it is in does inherit from Node. "mazeTm" is a reference to a tilemap node and tilemaps inherit node

      Assuming "nodeList" is an array on the gdscript side, then when you use Get() to access it you will receive a Godot.Collections.Array object.
      Godot arrays can contain multiple types, so each element is an object.

      The easiest way I see to convert a Godot.Collections.Array of objects into a list of Vector2 is:

      Godot.Collections.Array nodeList = (Godot.Collections.Array)maze.Get("nodeList");
      List<Vector2> vectors = new List<Vector2>();
      foreach(var i in nodeList)
      {
      	vectors.Add((Vector2)i);
      }

      godotMonoNoob A TileMap Godot class doesn't have a field called "nodeList", this is what you are trying to get using Get("nodeList"), but this field doesn't exist. Where are you doing something else before with "nodeList" and the TileMap? To help you better we need more information about what you have and what you want to achieve.