I see difference behavior in my app between Unity Editor in run mode and directly run on tablet/smartphone.
Inside Unity, I can move simultaneously two GameObjects (following target) and the same application in smartphone, stun one gameobject while the second is moving. And when the second stop the first moves.
I suspect (hope) it’s due to my “free” version of A*PAthfinding.
That sounds more like some error in your code somewhere.
I have heard users which could have more than 15 units pathfinding simultaneously on mobile (some android phone I think).
The pro version would not change performance on mobile that much, a bit better for navmeshes though, but not that much.