Oh sorry! i'm not clearly read your question, NavMeshQuery can't be used in parallel jobs (i mean for write) only in successive IJob (I am now just doing the calculation of the way on NavMesh in Job)
Only the methods in NavMeshQuery are compatible with the job system. Of all those methods, only MoveLocations and MoveLocationsInSameAreas have been implemented to explicitly act on a list/batch of inputs due to the benefit of allocating a single "large" temporary memory buffer which the operation can reuse for all the items in the batch. All other methods can be called individually on the batch items without a significant hit on performance. In which scenarios would you need other batch-friendly methods?
Well currently I have not tried what you have said, i will this weekend and report back with specific use cases and issues if there are any. What you have mentioned should be fine for getting an initial system working though, thankyou
As i understand, for now it cant be used for pure entity, without gameobject overhead, because there aren't any navmesh agent component derived from IComponentData.
you don't need a batching api to do that, just setup a parallelfor job. Individual is much more flexible overall when there aren't any internal reasons to make it a batch api. Batching api's actually cause painful contortions when you want to just insert the call into a sequence of other logic.