Pathfinding Only Within Current "Island"

The below is an overhead image of a small indoor area. The blue area is the walkable area for the player, and I want to constrain all pathfinding to this region.

The player can click anywhere in the environment to say “I want to go to that point”, at which point I do:

		// get closest point on graph
		NNConstraint constraint = NNConstraint.Default;
		constraint.constrainWalkability = true;
		constraint.walkable = true;
		NNInfo info = AstarPath.active.GetNearest(hit.point, constraint);

However, if they click near one of the yellow areas, it will pick up a position there (which is not a location the player can reach if they are on the blue area – the islands are disconnected). I need to get the closest point in the blue area to an arbitrary 3D point.

Is there any way to constrain the .GetNearest() function so it only provides a point on the graph on which the player currently stands?

Alternatively, is there a way to avoid creating these small islands on top of tables, etc?