AI path finding system

So looking for some input on the AI pathfinder I was going to make, I have a few Ideas and anyone who has tried them or has experience with any of the parts involved, id love some feed back. Anything I end up calling a success Ill post

After looking at a lot of path finding solutions I decided there really wasn’t anything for large scale path finding, once grids get to large they wont work efficiently.

My first thought is that you can map out the cells/waypoints based on the vertices of the Terrain, I read an answers topic earlier that explained a way I could sort of pull that off, then each AI would “pulse” out in a Dijkstra’s Algorithm style manner, but would be limited to 25 tiles or so.

Secondly I thought that that I could implement some sort of LOD where if I cell is more than 50 a way it will become disabled and the AI would navigate processing the whole world.

Sense I want it to be easy to see was curious what would be best way for showing it in the inspector, Using handles or using a script to color the Items/objects it touches?

If anyone thinks these Ideas need to be rethought or given more detail just let me know.

could you not just update the grid every x amount of seconds or fames? Or have multiple grids, then when the entity enters that grid, path find from that grid?

My view on that was that was that multiple grids becomes hard to manage. Updating after x seconds was an interesting idea, but what if the target left the grid area before the update? The AI would be lost

so only update every x seconds if the target is within the area,

so if(x seconds is complete && player is within area) { then path find }