- Edited
Thanks guys!
I know about the building and I know why it's placed there (the buildings along the road have a bit of a buffer to avoid the road's endpoint being boring with no props, and I should switch off said buffer for turns which have a small radius so that they don't wind up overlapping - unfortunately no physics available for tool scripts, because otherwise I'd simply use a couple of Area2Ds)
Game now calculates the path to the finish marker and displays it; the black marker visible at the beginning shows you where the garage is
That's right, there is now a garage you can enter and exit.
Calculating the path involves A, obviously, but this is not your typical A (and it's no longer navmeshes as these couldn't be made to work sensibly with the procedural nature of the map). I am using A* on two levels, first between intersections, and then on the roads connecting the intersections I'm interested in.