If I understand you correctly, you ended up creating a lot of static TNObjects? This isn't needed. One is enough. RFCs that need to stay persistent through scene load should be under that static TNO. If you are trying to set variable size data, do it by sending an array via the RFC call. So instead of doing something like tno.Send("SetPlayerData", Target.OthersSaved, "abcd"); via a single TNO, send the entire array of data for all active players: tno.Send("SetPlayerData", Target.OthersSaved", playerDataArray);