Hello,
I encountered a rather bizarre issue that seems to be caused by having a TNObject with ID 0. For whatever reason, if I call TNObject.Send, the message never arrives until I shut down the server (which I was doing in OnApplicationQuit, in Unity Editor this meant the message was arrived and processed AFTER I had already exited playmode - as you can imagine that created some amount of havok in my scene). Setting the TNObject's ID to 1 resolves this - but as 0 is the default ID it seems like this should either generate a warning (and have the default ID be 1), or the underlying issue should be fixed so objects can have ID 0.