Well I think I figured this out. Basically it was a wild goose chase in the wrong direction thinking it was due to me just changing the UI (and the associated scripts).
Basically what was happening is that some of collision information was getting sent over an RFC. When inside the Unity editor, the TNObject.uid's were actually getting set correctly as new objects were spawned. This is WITHOUT a server started. But when I compiled, the TNObject.uid was not incremented thus leaving a uid of 0 for all objects. So when I Sent a message to an object, it seemed to have picked the first one it found with a uid of 0.
Anyhow, it wasn't due to changing the UI but it was from a disconnect in the way I instantiated the server/channel before I switched over to StartlinkUI!
That was a fun one.
