This is a basic Godot 4 demo showing how to use the Ollo SDK with its internal camera capture system.
Ollo SDK for Godot 4 ships as a GDNative C++ bridge. The SDK handles video input and blink detection automatically.
This example is ideal for quick integration or standalone setups where camera control is not required from the engine.
To run the Godot 4.x demo, ensure the following dependencies are present:
These are provided through the release archive: ollo-sdk-godot-v1.0.0-windows-x86_64.zip (e.g. windows).
Extract the contents and ensure the following files are placed in your project directory (typically under bin/ or the project root):
bin/ folder into your Godot project:
res://bin/ollo.dll (or .so / .dylib)
res://bin/face_landmarker.task
ollo.gd: Initializes and runs the Ollo SDK (autoload)Demo.tscn: The main scene with 3D mesh and UIdemo.gd: Reacts to blink events and updates visualsThe
ollo.gdscript is autoloaded as a global singleton to manage the SDK lifecycle.
Demo.tscn scenecamera_index)| Error | Fix |
|---|---|
| 2–3 | Check model file bundled with plugin |
| 4–5 | Ensure webcam access is not blocked by OS |
| 6 | Internal exception (rare; report if seen) |