Pathfinding alternative? (C#)

Hey!
I need an alternative pathfinding system, not the one included with Unity, because in my game the world can be modified by the player.
I was planning to use A*, since it’s a lot faster and you can define which parts are easier or harder to walk on with the heuristic values. But it doesn’t fit my game completely, because it’s grid based. (My game is grid based too, but the object placement can also be free, objects can be rotated diagonally and some objects will be smaller than the grid tiles.)
What would be the best choice??
Also, making extremely small grid tiles would seriously hinder performance, right?
Thanks in advance!

What is the problem to use A* then? How you handle small objects? I mean if there is a large cell, but small object, this object just will be positioned centre?

Even if it will not be positioned centre, the player is not able to go anywhere on this cell. Right? I think A* fits your purposes fine, if I didn’t misunderstood anything.

I think you misunderstood. If i place a small object, it will take the entire cell, so my character can’t just walk next to it. It will occupy unnecessary space.

I personally find Aron Granberg’s A* to be very good. And it supports dynamically changing grids.

http://arongranberg.com/astar/