// quickstart
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// Quickstart

The Ollo SDK follows one simple flow:

Diagram

Everything runs locally, and blinks need no calibration.

/01

Install

  1. Create a developer account: Grants access to the SDK builds. Godot 4 and Unreal Engine 5.7 are available now; Unity follows.

  2. Download the SDK for your engine: Once you sign up, you'll get direct engine-specific download links in your dashboard. Each build holds the plugin and everything it needs to run.

  3. Sign your machine in: Run ollo.exe sign-in from your project's folder (Godot: addons\ollo\bin\ollo.exe; Unreal: Plugins\Ollo\ThirdParty\ollo\bin\ollo.exe), check that your browser shows the same code, and approve it. There is no license file to copy, and your first sign-in starts a 14-day trial. See SDK Activation.

  4. Register your game under Games & builds on your dashboard, by its app id. Its exports (in Unreal, packaged builds) on a paid plan are then stamped, and run with no watermark and no time limit.

/02

Using Ollo in Your Game

The SDK is the plugin, with no sample scene, so you start in your own project. Ollo opens the default webcam and loads its model by itself.

Godot 4: attach this to any node.

extends Node

var bridge := OlloGodotBridge.new()

func _ready() -> void:
	if not bridge.start():
		push_error(bridge.get_last_error_string())

func _process(_delta: float) -> void:
	for blink in bridge.poll_blink_events():
		print("Blink ", blink.sequence, ": ", blink.duration_ms, " ms")

func _exit_tree() -> void:
	bridge.stop()
	bridge.free()

Unreal Engine: in Blueprints, bind On Player Blink and call Start Ollo. The Unreal guide walks through it, and C++ too.

Each blink arrives in your game loop with its time, duration and quality. Feed those into:

  • Animation graphs
  • AI state machines
  • Tension curves (e.g. horror pacing loops)
  • Atmosphere / pacing logic
  • "player presence" mechanics

All processing runs locally with minimal runtime overhead. Designed to fit naturally into real-time gameplay systems.