Find nearest x, taking into account obstacles

I realize this may be more general than unity specific… and more datastructures/algorithms… but I need someplace to start.

I am aware A* and Dijkstra will let me fairly easily determine distance between two points in 3d space, and take into account obstacles… but I need to be able to quickly say for given map here are say in game inventory objects. Find the nearest one taking into account obstacles or say a characters walking distance.

What I am trying to avoid (and perhaps its early/unnecessary optimization). A* and Dijkstra well let me set a start point and an end point, and it’ll find out how best to get from point a and point b. My thoughts thus far are… for each inventory objects on a map to pickup, calculate distance using those formulas/algorithms and then return the shortest path.

I dont expect anyone to do the work for me, however I really would appreciate some pointers on how BETTER to do this.

Pathfinding is a complex task and A* is one of the simplest implementations. How else would you calculate a precise walking distance. There’s no way around some kind of pathfinding…