NavMesh Obstacle Problem

Dear: Reader

I am having troubles with the navmesh obstacle component attached to my turret, In my TD game. When I put a tower on the road to block the enemy so it can find a new path, it stops all my enemies from moving, but the enemies that get spawned afterwards find new paths and continue as desired. Is there a way to recalculate the navmesh agent on the enemies? like how A* Pathfinding asset has a “AstarPath.active.Scan ();” action?
Or a different solution to my problem would be awsome!

James

You cannot remake the nav mesh map at runtime, UNLESS you have Unity Pro

What I was looking for was something like this:

public Transform target;
private NavMeshAgent agent;

void Start()
{
     private NavMeshAgent agent;
}

void Update()
{
     agent.destination = target.position; //moves agent"object" on the NavMesh towards the "target"

     if(agent.isPathStale == true) //checks if the agents path got staled "a built in bool on the agent i believe"
     {
          agent.ResetPath(); //this is what i was looking for!!!

     }
}