I understand that this was probably done with the old Legacy networking via RPC’s, however I do not understand how to do it with the new networking system.
On my server, I have a NetworkIdentity object called PlayerList. PlayerList holds a List of all active team GameObjects and the player objects within the team objects. I also have a custom NetworkManager that has the methods AddPlayerToTeamListing(/various parameters/), GetOtherActiveTeams(/various parameters/), and GetAllActiveTeams(/various parameters/).
So, I have a player object. What I want to do is, for example, call the NetworkManager.AddPlayerToTeamListing() method and pass in its parameters, and send a request to the server to access the PlayerList object that is on the server.
So, to recap: Player calls method on its own NetworkManager, that method sends a request to the server while passing in variables, and the server takes those variables and does stuff with it in the PlayerList (which is only active on the server).