A problem I encountered when using TNAutoJoin with automatic first level loading was:
Trying to send a packet while joining a channel. Ignored.
In my setup, the first level that is loaded includes a component that dynamically creates custom gameobjects (with TNManager.CreateEx + custom instantiation using RCC).
Channel join and first level loading starts parallel, and it happened that the level is loaded faster than the level is joined.
So when dynamically creating TNObjects within Component.Start(), first check if TNManager.isJoiningChannel is false. Otherwise delay creation until the OnNetworkChannelJoin fires.
Hope this helps someone :-)