How can I retrieve the end of an off-mesh connection when using NavMeshQuery?

Hi there, I have a custom Agent that works with the experimental pathfinding.
I can find if a specific corner is an OffMeshConnection, so I figured I’d just get the info I need from there… But I’ve since discovered that while the start of a link is stored as a corner, the end of the link is not; the next corner is already the following turn further in the path.
I’ve been trying to figure a way of getting the actual link from the polygon that’s marked as a link, but there doesn’t seem to be any easy way of doing so.

The closest I found is Unity - Scripting API: Experimental.AI.NavMeshQuery.GetEdgesAndNeighbors and while that allows me to retrieve all the connections from a polygon (including links) I thought there should be simpler and cheaper way… (I’d need to get all the connections and search for one that is a link and connects with the next polygon in my path).

Has anyone used Navigation Links on the new Experimental.AI? How did you handle them?

Thanks in advance!

For anyone wondering. After some more investigation it seems that GetEdgesAndNeighbors is the way to go to obtain information about links, it’s quite cheap (its probably just an access to the data structure and not much needs to be calculated). Since you know the start corner you should be able to find which side of the link you are on and get the end of it.