I have yet to be able to accomplish this with the scenario first described by krissebesta.
Here's my usage:
Object A has a
TNObject (id =21) and has a
scr_Server Component which contains this method:
public string SendToClient(bool RemoteFlag, string clientID, string QueryType, string MessageString, bool AsyncFlag)
{
tno.Send("MessageFromServer", TNet.Target.Others, MessageString, AsyncFlag);
}
Object B has a
TNObject (id =22) and has a
scr_Client_Game_Managerr Component which contains this method:
[TNet.RFC]
public void MessageFromServer(string TNetMessage, bool AsyncFlag)//ONLINE ONLY
{
NGUIDebug.Log(TNetMessage);
}
With Object A and B set to different TNObject Ids = no worky

If I change Object A to Id 22 to match Object B = worky!

One important thing to note:
These objects are on two different scenes running in two different instances of the game (server.exe and client.exe) Not sure if that makes a difference...
Am I missing something here?