AI player unit and enemy unit run towards each other BUT also try to avoid each other

Hey there, I have an issue with my AI unit’s Nav Mesh Agents. I’m working on a protoype that will be similar in practice to an RTS or Tower Defense game. I use the following to make my units move to one another so they can get in range to attack:

GetComponent<NavMeshAgent>().destination = targetenemy.transform.position;

For the most part it works fine. However, with Obstacle Avoidance on and set to “High Quality”, they turn away from each other the closer they get to each other. If I wasn’t stopping their movement when they collide already, they would actually spin in a circle in place, kind of like a dance. Of course this is not what I want to happen. I want them to look at each other and run straight into the other then stop.

If I set Obstacle Avoidance to “None”, they do run straight to each other. However, this causes an issue when I have multiple units on screen trying to attack the same single unit. They stack on top of each other and aren’t smart enough to walk around each other to reach and attack the target.

How do I approach this issue?

After some research it seems like the easiest, correct way is to pick this asset up: https://www.assetstore.unity3d.com/en/#!/content/1876

I gave this a shot but didn’t like the results: https://www.gamedev.net/resources/_/technical/game-programming/pathfinding-and-local-avoidance-for-rpgrts-games-using-unity-r3703