Thanks for the contribution.
To clarify, when he says it's for tile based games, he doesn't mean a 2D game. The code requires you to break up your 3D world into zones(tiles) and it uses those to determine the path. If a tile is toggled off then it ignores it, so the player can only traverse "on" tiles. I haven't tested it yet but I remember it from an old demo from long ago and it was the best point & click pathfinding I'd seen for 3DGS. It's superior to the code in the A* package I linked to(see Index). That code doesn't work 100% esp. with complex levels.