My best guess is, you need to set separate object (obstacle) avoidance that kicks in, when it is needed. In fact, in my flying game experiments, with arcade-ish flying enemies, I have no path finding system “per se” at all. I have basic rules where to fly (to player, fly away from player, go random), and object avoidance (i call it “cat whiskers” because of line tracing likeness). For me, that works fine for now. You can see it “live” in my videos. I have been experimenting with this 3D pathfinding too (also there is a video), it was fine, but I have avoided it for now.