// godot
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// Godot 4 Integration

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.

/01

Features

  • Uses Ollo's internal camera access
  • Connects blink detection signal to scene logic
  • Updates a 3D material and label on blink event

Requirements

To run the Godot 4.x demo, ensure the following dependencies are present:

  • Godot 4.x
  • Ollo SDK binaries

These are provided through the release archive: ollo-sdk-godot-v1.0.0-windows-x86_64.zip (e.g. windows).

/02

Add the SDK

Extract the contents and ensure the following files are placed in your project directory (typically under bin/ or the project root):

  1. Copy the bin/ folder into your Godot project:
    res://bin/ollo.dll (or .so / .dylib)
    res://bin/face_landmarker.task
    
  2. Ensure the GDNative script files (.gdnlib / .gdns) point to the correct paths.
/03

Overview

  • ollo.gd: Initializes and runs the Ollo SDK (autoload)
  • Demo.tscn: The main scene with 3D mesh and UI
  • demo.gd: Reacts to blink events and updates visuals

The ollo.gd script is autoloaded as a global singleton to manage the SDK lifecycle.

/04

Run

  1. Open the project in Godot 4
  2. Run the Demo.tscn scene
  3. Ensure your webcam is not in use by other apps (configurable via camera_index)
/05

Error codes

ErrorFix
2–3Check model file bundled with plugin
4–5Ensure webcam access is not blocked by OS
6Internal exception (rare; report if seen)