Hi
Sorry for the late answer.
There is no example of this in any example scene, however there is an API for it.
You can use the PathUtilities.GetPointsAroundPointWorld method.
Something like this (pseudocode)
// If you are using a grid graph, you can change this to some other graph otherwise
var graph = AstarPath.active.gridGraph;
List<Vector3> currentAgentPositions = ...;
for (i in agentCount) {
currentAgentPositions[i] = agents[i].position;
}
// The final points will be at most this distance from the groupDestination.
float maxDistance = 10.0f;
// Should be around the same size as the agent radii, possibly slightly smaller
float clearanceRadius = 1.0f;
// This call will modify the currentAgentPositions list
PathUtilities.GetPointsAroundPointWorld(groupDestination, graph, currentAgentPositions, maxDistance, clearanceRadius);
for (i in agentCount) {
agents[i].destination = currentAgentPositions[i];
}