There is two ways of controlling a dedicated servers:
- Using a GUI toolkit to render a window with all the needed controls
- Using some kind of service framework (IPC/RPC methods) hosted in Unity3D to make remote access using any tool possible
#Possible GUI toolkits
Advantages:
- visual gui builder
Disadvantages:
- ugly
- hey its FORMS
- looks inpredictable on Linux or Mac
Disadvantages:
- Glade not available for Unity3D
- has to be installed & bundled
#Possible service framework (IPC/RPC methods)
Advantages:
- could resolve by only name
Disadvantages:
- not available in Mono / Linux (http://stackoverflow.com/a/5366677)
Advantages:
- could resolve by only name
Disadvantages:
- only available with PInvoke in .NET 3.5
- not available in Mono (http://stackoverflow.com/questions/25506132/accessing-memorymappedfiles-in-unity)
Advantages:
- automatic client proxy creation
Disadvantages:
- need to know target port
- requires netsh rules on windows (possible fix here: http://stackoverflow.com/a/10128350)
- duplex bindings not implemented in Mono (WSDualHttp, NetTCP,..)
Advantages:
- they work in Mono, in theory... god knows what they forgot to implement
Disadvantages:
- need to know target port
- have to manage the sockets and serialisation
- you could also hammer the bits into stone and ship the messages with German DHL
#FUCK MONO. Lets wait for Unity3D to ship a newer .NET