So, i've been playing around with this. Did what you suggest and what others state they do in the Custom Object Creation functions (1.8.0+) thread. However, I'm running into the issue that I get an error upon Resources.Load with CreateEx. If I normally call it through Create and merely point to what I normally write in Resources.Load(...), its fine like "prefab location". I'm getting this error,
[TNet] The game object was not found in the TNManager's list of objects. Did you forget to add it?
with this sample code,
GameObject somePrefab = (GameObject)Resources.Load("somePrefabInResourcesFolder");
GameUnitManager.Create(somePrefab,somePos,someRot,someUnityName,pers);
TNet supports both -- so you don't need to add objects to TNManager's list if you want to create them by their prefab's name instead (assuming you placed them in the Resources folder, of course).
What am I doing wrong to create a prefab using reousrces.load and using a custom CreateEx and RCC? It works for everything but CreateEx as it produces errors that I should add it to the list. Once I do, it's fine but I don't want to add every little prefab to it but rather have dynamic instantiation. Which you state is possible doing it this way, which still creates the object and everything but produces the error. I'm using the example code above to just create a simple object with a name like your example GameUnitManager.Create
I've added the script to the TNManager and I have tried to even call AddRCCs too. It seems to be all working fine but the output of the error but I'm not sure if its because of the instantiation code via OnCreate like any other non-TN GameObject.