Installation
Requirements
| Godot | 4.6 stable or 4.7.2 stable (see Compatibility) |
| Language | GDScript, with a C# wrapper that is compiled and run. |
| Renderer | Any. TalkKit draws through CanvasLayer and Control only. |
Install the addon
- Copy the
addons/npc_talkkitfolder into your project, preserving the path. The result must beres://addons/npc_talkkit/plugin.cfg. - Open Project → Project Settings → Plugins.
- Enable NPC TalkKit.
Keep the folder path
The node resolves its built-in box and templates through absolute paths:
res://addons/npc_talkkit/box/talk_box.tscn
res://addons/npc_talkkit/templates/classic_panel.tresRenaming or relocating addons/npc_talkkit breaks those lookups. See Troubleshooting.
Verify the install
Enabling the plugin registers two editor pieces:
- A TalkKit main-screen button beside 2D, 3D and Script.
- A compact TalkKit workspace card in every
NPCTalkKitInspector, with counts and Open Editor. Runtime-only fields remain under Quick Say and Advanced Runtime.
If neither appears, see the addon does not show up.
Global classes
The addon registers these class_name types. They become available project-wide once the filesystem has been scanned — no preload needed.
NPCTalkKit TalkDialogueVisual TalkLine
TalkAnchor TalkInteractionArea2D TalkRenderParticipant
TalkAnchorResult TalkInteractionArea3D TalkSpeaker
TalkBoxLayer TalkKitConstants TalkTransition
TalkBoxRenderer TalkKitDatabase TalkValidationIssue
TalkBoxTemplate TalkKitPreviewTransport TalkValidationReport
TalkContext TalkKitSceneCollector TalkValidator
TalkConversation TalkKitSerializerRun the demo
The package ships two demos. Copy demo/ next to addons/, then open:
demo/platformer_showcase/platformer_showcase.tscn # 2D, three boxes, two speakers, say()
demo/showcase_3d/showcase_3d.tscn # 3D, built from primitivesOpen either and press F6. The 3D one uses only Godot primitives, so it carries no imported art.