LUIDA › Scene menu
Two commands: create a new experiment scene from the LUIDA template, or duplicate the currently-open scene to start a variant.
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LUIDA › Scene is a small two-command sub-menu in the Unity top bar. It's how you add new experiment scenes (or variants of an existing one) to the project. Doing this through the menu rather than copy-pasting .unity files manually matters: the commands also set up the per-scene generated assets (StateList, ExperimentVariables) and ensure the new scene lives in the correct folder for the LUIDA runtime to find it.
The two commands
LUIDA › Scene › Create new scene
Opens a small dialog asking for a new scene name. After you confirm:
- Unity creates
Assets/_Experiment_/Scenes/<YourName>.unityfrom the LUIDA template scene. - The scene is opened in the editor.
- The matching
Settings/StateList/<YourName>.assetandSettings/ExperimentVariables/<YourName>.jsfiles are not created yet — you'll be prompted to "activate the automation feature" the first time you open the Configure experiment automation window on this scene.
Use this when you want a clean experiment from scratch. The template scene includes the runtime prefabs (LUIDA-ExpManagers) pre-placed at the world origin, so the new scene is immediately functional even before you customize anything.
Screenshot pending — the LUIDA › Scene › Create new scene dialog with "Stroop_v2" typed in.
LUIDA › Scene › Duplicate current scene
Asks for a new scene name, then:
- Saves the currently-open scene (prompts if there are unsaved changes).
- Creates
Assets/_Experiment_/Scenes/<YourName>.unityas an exact copy of the active scene. - Also duplicates the matching
Settings/StateList/<SourceSceneName>.assetandSettings/ExperimentVariables/<SourceSceneName>.jsinto the new scene's names, so the new scene immediately has the same automation configuration as the source.
Use this when you want to fork an existing experiment to make a variant — e.g., a pilot version, a different condition setup, or a follow-up study sharing most of the same setup. Forking via Duplicate current scene keeps everything wired up; copying .unity files manually loses the per-scene asset bindings.
Duplicate current scene only works if the active scene lives under Assets/_Experiment_/Scenes/. Scenes outside that folder show a "not a valid experiment scene" error — the LUIDA runtime expects scenes in that path and won't load them from elsewhere.
What a "valid experiment scene" needs
The Scene menu commands generate the right folder layout for you, but if you're inheriting a scene from somewhere else (e.g., a colleague's project), here's what makes it valid:
- Located at
Assets/_Experiment_/Scenes/<Name>.unity. - Contains the
LUIDA-ExpManagersprefab (or equivalent root that hosts the state machine, condition manager, and participant manager). - Contains the
LUIDA-DataCollectorprefab if the scene logs custom data (insert viaGameObject › LUIDA › Data Collector). - Has a
Settings/StateList/<Name>.assetandSettings/ExperimentVariables/<Name>.jsreferenced by the prefab.
Opening such a scene and choosing LUIDA › Configure experiment automation lets you edit it through the LUIDA tabs.
Common pitfalls
- Renaming a
.unityfile in the Project panel without renaming the matchingStateList/ExperimentVariablesfiles. The references go stale. Always useDuplicate current scenefor renames, then delete the old scene. - Putting scenes outside
Assets/_Experiment_/Scenes/. They open in Unity but the LUIDA editor windows refuse them. Move into the right folder. - Two scenes sharing the same
StateListasset. Possible but error-prone — edits to the state machine in one scene affect the other. Stick to one StateList per scene unless you have a specific reason to share.
Where to go next
- Configure experiment automation → Variables — the first tab you'll fill in on a new scene.
- Connect to Web Console — wire
ExpIdentifiers.jsto your registered experiment. - Project layout — the bigger picture of where scenes and their settings live.
- Tutorial 1 — Priming + Proteus Effect (without LUIDA automation) — uses
Duplicate current sceneto build the Priming variant from the Hello LUIDA starter.
Configure data collector
Visual builder for the per-scene LuidaDataCollectorConfig: declare the labels participants and gimmicks can write, define the fields uploaded per recording tick, and (optionally) write the calculator body in raw JS.
GameObject › LUIDA menu
Insert LUIDA-aware prefabs (Data Collector, Questionnaire) into the active scene with one click.