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 GDExtension 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.
ollo-godot-windows-x86_64-v<version>.zipaddons/ollo/: the plugin and its scripts, and in bin/ the SDK, its model and the DLLs it needs.Nothing to set up: every export is stamped, so the exported game runs without the watermark on any machine, offline. Each stamp names your game by its App ID, which you can change in the Ollo panel or under Project Settings > Ollo > App Id.
On a build server, set OLLO_BUILD_TOKEN to a build token from your dashboard; exports made there are stamped with it. An export that can't be stamped still completes, and the output says why its game will show the watermark.
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) |
Licensing never stops Ollo from starting: without a license it runs with the evaluation watermark.