There didn't seem to be a discussion on this topic, and I am very interested in it at the moment, so I thought I would create one.
Is anyone else attempting something similar?
I've been trying to create a 3D Turned Based Strategy game for the last few days. I have been realizing the major limitations with Navigation nodes in 3D. It has already been shown by many Godot users how easy it is to dynamically change the navigation area in 2D with the use of TileMaps. In 3D however, even with a GridMap, there doesn't seem to be a straight-forward way to dynamically change the navigation area when obstacles change position, since NavigationMeshes can only be baked before runtime. In a turned based strategy, you don't want to display a unit's movement path through another unit; the player will think the unit can actually reach it's destination instead of stopping when they collide.
I've been trying to program a work-around by manually altering the PoolVector3Array path that the Navigation node gives me, using ray casting. So far, this has been pretty complicated, buggy, and there seems to be ALOT of overhead, killing the frame rate occasionally. I'm sure it's possible, but I can't get it working properly so far.
I want the maps to be gridless and unit movement to behave similar to Divinity: Original Sin 2's combat. I'm thinking I might try using Astar with a speudo grid in the underlying implementation: having Astar essentially store a grid of verticies for pathfinding, while not restricting the start and end positions of the path.