One of our recurring challenges with using NavMeshAgent is that it is tightly bound to the Unity frame lifecycle: it automatically updates every frame. We would like to be able to do things like manually update an agent only when we wish instead of every frame. For example, we might have a simulation where the "view" renders at 60fps but we only want to run the "simulation" at 10fps (and maybe interpolate the visuals in between). Or we might be doing turn-based games where turns are "simulated" outside of the main render loop, etc. Is there any hope of doing with NavMeshAgent something similar to what was done with the Physics engine, which is to turn off automatic updating every frame and instead allow us to explicitly update a single "frame" from script whenever our own logic dictates? Thanks!