Greetings! I've been dabbling with TNet, and I'm so far thoroughly impressed (as a trained networking engineer who'd never actually done any network programming on end devices, lol). My relatively simple game took a trivial amount of time to setup, once I wrapped my head around the RFC idea (which, fortunately, didn't take long), and even my rigidbody-based guided missiles seemed to work basically right out of the box. Spectacular!
So, thing is, I'm now getting to the point where I need some testing that's not done by myself on my PC, connecting to my loopback, so I'll need a custom window for connecting (the server browser can wait until I get to when I really need it) to an arbitrary address.
Thing is, I'm not getting how to send custom data from the server - I'm using procedurally-generated "terrain", so I can't load some random level; all "maps" are to be loaded through one scene. Is there an explicit way to send extra data to the clients? Just asking, 'cause in one thread I found Aren recommends adding the data to the server's name. Is that the "right" way to do it?

Also, I'm not quite getting what "channels" are. Would I be right in thinking that a channel on a lobby server would be just a regular joinable server (the same thing that Photon calls "rooms", IIRC)?