Originally TNet started as a simple networking library I needed for Windward, but it has evolved greatly since then. The addition of the DataNode class greatly improved object serialization and not only allows anyone to send entire tree hierarchies of objects, but also save them to disk and load them later, in both text and binary formats.
Over the past while I've been taking it further still. Currently the TNet library on my Windward dev branch is able to serialize entire game object hierarchies into DataNode, which can then be saved to disk or sent across the network. What can be serialized? Right now, quite a bit. User scripts, renderers, entire meshes, textures... everything can be serialized automatically.
Just as a test, I am currently using it in Windward to export entire ships into tiny LZMA compressed formats -- complete with all the meshes (vertices, skinning info, etc), the materials, textures referenced by those materials, colliders and of course all user script values -- all saved to one complete file. Sort of like an Asset Bundle, but that can be created at run time and parsed easily. DataNode can even serialize references -- references to prefabs, references to game objects, components in the scene, etc. Have you ever wanted to take a snapshot of your entire scene at run time in a stand-alone game, then load it in the Editor? Well, this addition should make it possible.
Better yet, since it's all saved in the DataNode format, you can easily send it via any RFC.
In fact, the only thing I am not able to serialize properly right now are particle systems, but that's due to a major limitation in Unity -- most values you see in inspector when selecting the particle system are simply not exposed to scripting at all (which I believe finally gets fixed in Unity 5.3 sometime? not sure...).
Anyway, what I am trying to say is that TNet has evolved way beyond its "networking" scope and is currently more of an editor extension for handling robust means of data serialization with a networking support option. So as such I will be changing it to that in the Asset Store in the near future, which also means that it will be licensed per-seat like NGUI. Hopefully this will happen around the same time I'll release an expanded set of video tutorials covering all the new features and how to use them.
Thoughts/comments? Let me know!