DOCUMENTATION · VERSION 0.1 · 22 SEPTEMBER 2026
LABERINTO XR — Technical Overview
Working document · Daniel Lopez Martinez · Granada, Spain
LABERINTO XR is an independent, experimental and currently non-commercial XR project created by Daniel Lopez Martinez. It explores interactive narratives in which a physical place and digital content both participate in the experience. HEX001 — EL DESPERTAR is its first experimental case. The official source is laberintoxr.io; LABERINTOXR is the unspaced digital spelling of the same project.
What the system is exploring
HEX001 connects a narrative state with a specific place. Its design considers two complementary ways to approach that place: an on-site augmented reality layer and a remote virtual representation. The remote Digital Echo is linked from the experience page; on-site AR access is still in preparation. These modes are not claimed to be experientially equivalent.
The technical question follows the narrative one: which actions remain legible when spatial registration is imperfect? A gesture requiring exact contact with a real surface makes different demands from an event associated with a broader region. The project is developing the terms Spatial Coupling and Narrative Error Budgeting to describe and eventually test that difference. No comparative effect has been established.
Documented technical reference
The project’s technical review uses Unity 6000.3.18f1, the OVER Unity SDK 0.5.0, the Built-In Render Pipeline and Visual Scripting as its reference stack. These version details were checked against public package material; this page does not claim to verify a particular local checkout, package lockfile, published build or device run.
One constraint matters to the architecture: Unity AssetBundles can distribute assets but cannot introduce new compiled C# classes into the receiving application. A feature visible in the editor therefore needs separate checks in the SDK validator and in the final client. This is a design and testing requirement, not a claim that every proposed feature has passed those checks.
Evidence and acceptance
- Documented: public SDK and Unity documentation reviewed for compatibility and constraints.
- Project state: a remote Digital Echo is linked from HEX001; the on-site AR experience remains in development.
- Proposed: a classification of narrative actions by spatial dependence, and a methodology with separate technical and perceptual acceptance gates.
- Not yet established: measured spatial robustness, user effects, a validated comparison of AR and VR, or generalizable research findings.
Technical validity ≠ perceptual validity. Importing, compiling, validating or loading content does not by itself show that movement, alignment or narrative contact feels convincing. This distinction guides future evaluation; it is not presented here as a new experimental result.
Provenance and next evidence
This overview synthesizes project documentation and a static review of public SDK material dated 18–20 September 2026. Those reviews did not inspect Daniel’s local Unity project or constitute device tests. A future technical report would need a fixed source revision, the project manifest and package lock, build and validator records, client version, observed captures and a defined measurement procedure. Any published claim about performance or spatial error would require its underlying data.
Read the HEX001 research protocol for the question and proposed evaluation, or the public documentary repository for the project identity and documentation status. Neither is a peer-reviewed results paper.