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Compatibility ​

Verified versions ​

GodotVerified
4.6 stableClean-install package check, every headless suite, demo scenes.
4.7.2 stableEverything 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.

BuildVerified
4.7.2 .NET, SDK 8.0.425The wrapper builds and drives the addon end to end.

Known limitations ​

No branching graph or DSLDeliberate. Branching is host code.
No choice UITalkKit pauses and tells you; drawing buttons is your game's job.
No phoneme lip-syncspeech_progress exists for an external system to drive.
No quest, inventory or save systemYour game owns all of it.
No localisation editor compose with tr().
Occlusion costs a raycast3D only, off by default, runs in the physics frame.
Script-first authoringA 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.

GDScript-first. No telemetry, no network requests, no AI service dependency in the shipped addon.