How do you handle NavMeshAgents Destinations? (Looking for insight)

Let’s say you have a bunch of NPC’s chasing a player… since the player is moving, you have to constantly update the NavMeshAgent.destination which I presume triggers a re-calculation of the path (which can be costly and more importantly cause the agents to stutter / pause for a few frames).

Assuming my statement above is correct, how have you handled this in your projects?

Anyone?

I moved NavMeshAgent.destination into a Coroutine and offset their yields (timing) to try to not have all Agents update destination at the same time (to try to sort of mask their stutter) but Unity internally ends up re-syncing all of them perhaps in LateUpdate or on the next frame so they still all re-acquire / stutter at the same time.

Anyway… is my question too dumb or is it that very few use NavMeshAgents and seen this behaviour?

Still looking for some insight on this…