Compatibility
Verified versions
| Godot | Verified |
|---|---|
| 4.6 stable | Clean-install package check, every headless suite, demo scenes. |
| 4.7.2 stable | Everything above, plus clean editor import and interactive use. |
The 4.6 column was exercised on 4.6.stable.official.89cea1439 with tools/verify_package.sh, which extracts the release zip into an empty project and runs it there. Earlier 4.6 patch releases are expected to work but were not run.
Language
GDScript throughout, with a compiled-and-run C# wrapper. See C# and .NET.
| Build | Verified |
|---|---|
| 4.7.2 .NET, SDK 8.0.425 | The wrapper builds and drives the addon end to end. |
Known limitations
| No branching graph or DSL | Deliberate. Branching is host code. |
| No choice UI | TalkKit pauses and tells you; drawing buttons is your game's job. |
| No phoneme lip-sync | speech_progress exists for an external system to drive. |
| No quest, inventory or save system | Your game owns all of it. |
| No localisation editor | compose with tr(). |
| Occlusion costs a raycast | 3D only, off by default, runs in the physics frame. |
| Script-first authoring | A Coming soon workspace preview exists; editable script syntax and two-way parsing are not shipped yet. |
The TalkKit workspace uses Godot's native editor Undo/Redo for typing, create/delete/duplicate/reorder, defaults, overrides, collection membership and validation recovery actions.
No surprises in the shipped addon
No telemetry, no network requests, no API keys, no AI service, no MCP dependency, no autoload, and no required base class.
Missing optional resources — a dialogue visual, a voice clip — degrade gracefully rather than erroring.