Editor windows reference
Every LUIDA-provided Unity menu and editor window, page by page. The Configure experiment automation tabs, the identifiers window, scene + GameObject menus, the avatars window, the data collector window.
These pages are not yet fully reviewed. The LUIDA team is continuing to review and improve them. If you find anything wrong on these pages, or have questions that aren't resolved by reading them, please ask or report to the LUIDA team.
The LUIDA Unity template adds five top-bar menus and one sub-menu under GameObject:
LUIDA › Configure experiment automation— the three-tab window where you spend most of your design time.LUIDA › Configure experiment identifiers— wire the project to a Web Console experiment.LUIDA › Configure avatars— register VRM avatars for assignment at runtime.LUIDA › Configure data collector— visual builder for the per-scene calculator script that decides what gets uploaded each tick.LUIDA › Scene— create or duplicate experiment scenes from the LUIDA template.GameObject › LUIDA— insert LUIDA-aware prefabs (Data Collector, Questionnaires) into the active scene.
Each window has its own page in this section.
Configure experiment automation
Three tabs. The window opens after you've activated the automation feature for the current scene (the activation button appears on first open). The three tabs configure, in order, what changes per trial, what states the experiment moves through, and what each item does at each state boundary.
Tab 1 — Experiment Variables
Declare within-subjects and between-subjects variables. The trial count is auto-calculated from the values × Trials Count per Condition.
Tab 2 — State Machine & Questionnaires
Order the experiment's states, configure exit times and loops, bind questionnaires by qID.
Tab 3 — State-listening Items
The grid of items × states. Each cell holds a list of actions that fire on state entry, during, or on exit.
Identity, avatars, scenes, GameObjects
Configure experiment identifiers
The window that owns eID, verify token, callExternal endpoint, pNum, and isTestMode. Same content as Setup → Connect to Web Console — see it there.
Configure avatars
Register VRM avatars so AssignAvatarToParticipant can spawn them by string ID at runtime.
Configure data collector
Visual builder for the per-scene calculator script: declare collected labels, define uploaded fields, switch to Code Mode for raw JS when needed.
LUIDA › Scene menu
Create a new experiment scene from template, or duplicate the currently-open scene to start a variant.
GameObject › LUIDA menu
Insert LUIDA-aware prefabs into the active scene: Data Collector, Questionnaire.
Where the editor windows live in source
For deep dives, all of the above are under:
Assets/ClusterMetaverseLab/LuidaExpTemplate/Editor/Scripts/LuidaConfigWindow.cs— the 3-tab automation window shell.ExperimentVariablesConfigTab.cs,StateMachineConfigTab.cs,ItemsManagerConfig/ItemsManagerConfigTab.cs— one file per tab.ExpIdentifierConfigTab.cs— the identifiers window.AvatarsConfig/LuidaAvatarsWindow.cs— the avatars registry window.DataCollection/DataCollectorConfigTab.cs— the data collector visual builder.LuidaSceneMenuItems.cs— the LUIDA › Scene sub-menu.DataCollection/DataCollectorCreateMenu.cs,Questionnaire/QuestionnaireEditorManager.cs— the GameObject › LUIDA sub-menu entries.
You generally don't need to read those C# files — they implement the editor UI but don't affect the runtime. The docs pages in this section describe what each window does at the level of UI fields and resulting assets.
Related
- Concepts → State machine lifecycle — the model the State Machine tab configures.
- Concepts → Within vs. between subjects — what the Experiment Variables tab is actually controlling.
- Reference → Actions — the predefined actions you'll attach in the State-listening Items grid.
- Tutorial 3 — Stroop Effect (Other sample) — a full walkthrough that touches every editor window in this section.