// docs
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// Documentation

Modern games react to buttons. Ollo SDK makes your game react to players.

Ollo SDK turns real-time eye activity into simple gameplay signals your game can use immediately. Detect blinks, attention shifts and presence events with a single initialization call.

Built for modern game loops with low latency, no cloud processing and minimal runtime overhead. Works locally, starts fast and stays out of the way.

Note: Ollo Studio is currently in early access while we refine the runtime, tooling and overall developer experience.

As of now, users get:

  • Full SDK access
  • No seat limits during beta
  • Priority support
  • Migration plan to 1.0 licensing

Use Ollo to drive AI behavior, stealth systems, adaptive horror pacing, dialogue timing, cinematic reactions or experimental mechanics based on player attention.

What Ollo SDK provides

  • Real-time blink detection (4-7 ms typical)
  • Engine-native runtime integration
  • Zero-config camera auto-detection
  • No calibration flow required
  • Designed for 60-120 FPS gameplay loops
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// Start building

Getting started with Ollo SDK is super easy. Follow these steps to integrate it into your game in minutes:

  • Sign up on the Ollo dashboard to create your account.
  • Grab a license from your dashboard for your project.
  • Download the SDK and drop it into your game project.
  • Follow your engine's integration guides accessible via the left sidebar.

Integrates smoothly into any gameplay loop, from high-intensity combat to quiet, atmospheric scenes.

Supported engines

  • Godot 4.x: Fully supported, with example project
  • Unity: Integration package coming soon (Beta planned)
  • Unreal Engine: Plugin coming soon (Beta planned)
  • Native C++: Used internally, available upon request

We <3 Open Source

We built Ollo because we wanted these kinds of systems to exist in games. We care a lot about open experimentation in games, so we maintain a lightweight open-source version of Ollo for developers, researchers and tinkerers. It's great for learning the pipeline, building prototypes and testing ideas before moving to the Ollo Studio runtime.