I used previously the nav functions of Unity and just moved to your method.
I think this is a basic problem but I don’t find any solution.
I use a navmesh with RichAI and RVO controller.
I have six entities moving to the same location, the first stops and the others turn around the location without stopping when they should see that the location is already occupied.
I use also the option : locked when not moving
Is this behavior supported by an option I missed ?
With the Unity Agent function I used the obstacle component so the others units knew that the location was already occupied and the behavior was fine.