aiPath recalcs the long way on grid graph

I’ve got grid graph on a 2d level where the player can set pawns to mine through colliders. Normally I can just mark the collider and pawn will remove the colliders without issue, after a collider is removed I rescan the grid and it moves on to the next one. However when it get’s to the last one where a clear path leads to the otherside I end up with the following paths:

Is there a way to keep the pathfinder navigating to the closer portion of the sprite for the pawn?

Fixed this by replacing seeker.startpath(…) with seeker.StartMultiTargetPath(transform.position, targets, false, OnPathComplete) and passed in a series of perimeter positions instead.