Unable to add multiple NavMeshObstacles to gameobject via script.

So I wrote some code to clone all my box colliders on a building(walls etc)… but unity will not allow this after the first obstacle due to there already being one attached. Is there something I can call to override this behavior unity has?

GameObject: Screenshot - 051c5cc4036b83d66066e00633b6393e - Gyazo

Inspector: Screenshot - e63f1b836b1876d2bd7716f2af9cf6ca - Gyazo

Errors: Screenshot - 8963d82b0be45363825b1f21834a2fb7 - Gyazo

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class CloneBoxCollidersToNavMeshObs : MonoBehaviour
{
    public void CloneAll()
    {
        BoxCollider[] cols = GetComponents<BoxCollider>();
        Debug.Log("Found " + cols.Length );
        for(int i = 0; i < cols.Length;i++)
        {
            NavMeshObstacle navOb = gameObject.AddComponent<NavMeshObstacle>();
            if (navOb)
            {
                navOb.shape = NavMeshObstacleShape.Box;
                navOb.size = cols*.size;*

navOb.center = cols*.center;*
navOb.carving = true;
}
}
}
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;

[CustomEditor(typeof(CloneBoxCollidersToNavMeshObs))]
public class CloneBoxCollidersToNavMeshObsEditor : Editor
{

public override void OnInspectorGUI()
{
CloneBoxCollidersToNavMeshObs cbc = (CloneBoxCollidersToNavMeshObs)target;
if(GUILayout.Button(“Clone”))
{
cbc.CloneAll();
}
base.OnInspectorGUI();
}
}

Ended up just making multiple empty GOs to give me a place to put all my colliders. This seems to be very much a poor way to handle this situation, but here is the code none the less.

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class CloneBoxCollidersToNavMeshObs : MonoBehaviour
{
    public void CloneAll()
    {
        BoxCollider[] cols = GetComponents<BoxCollider>();
        Debug.Log("Found " + cols.Length );
        for(int i = 0; i < cols.Length;i++)
        {
            GameObject go = new GameObject("NavOb");
            go.transform.parent = gameObject.transform;
            go.transform.localPosition = Vector3.zero;
            go.transform.rotation = gameObject.transform.rotation;
            go.transform.localScale = new Vector3(1, 1, 1);
            NavMeshObstacle navOb = go.AddComponent<NavMeshObstacle>();
            navOb.shape = NavMeshObstacleShape.Box;
            navOb.size = cols*.size;*

navOb.center = cols*.center;*
navOb.carving = true;
}
}
}