// examples
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// Example projects

Use these examples as references for gameplay integration.

/01

Unity

A minimal Unity demo showing the Blinkd SDK running end-to-end with its internal camera capture.

The SDK initializes automatically, opens the camera, and streams blink events into a small MonoBehaviour script that updates on-screen UI.

What it demonstrates:

  • SDK autostart and automatic camera access
  • Receiving blink events each frame
  • Displaying blink count + timing in a simple HUD
  • A small visual cue that reacts on each blink
/02

Unreal

A lightweight Unreal sample using the Blinkd plugin.

The plugin starts the SDK, handles camera capture, and exposes blink events to both C++ and Blueprints.

What it demonstrates:

  • Automatic Blinkd initialization
  • Internal camera pipeline
  • Per-frame blink event polling in Blueprints
  • A basic actor reacting visually to blink events
/03

Godot

A basic Godot 4 demo using Blinkd’s internal camera capture.

The SDK lifecycle is handled through an autoload script, and blink events are consumed directly from _process().

What it demonstrates:

  • Autoloaded Blinkd singleton handling startup/shutdown
  • Automatic camera capture
  • Blink events read each frame
  • A simple 3D object flashing when a blink is detected
/04

Blink timeline debugger (dev console tool)

A lightweight cross-engine diagnostic app that visualizes blink activity in real time. Useful during development for tuning mechanics, verifying event flow, and checking SDK integration.

What it demonstrates:

  • SDK initialization and event polling
  • Live blink timeline visualization
  • Understanding blink rhythm during gameplay loops
  • Helpful for calibration, balancing, and QA workflows