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Summer is Godot 4.6.1 with an unmodified core/, so the community’s Godot 4 addons are your addons. Drop one into addons/, enable it, and it behaves exactly as it does on stock Godot — see Extending Summer for why, and Editor Plugins for how to write your own. This page is a curated list, not a marketplace. There is no installer, no registry and no ranking. It is a short set of addons whose repositories we checked, alongside the rules we used — so that when an entry here goes stale, you can replace it yourself.
What “checked” means, precisely. Every entry below was verified on 25 July 2026 against its actual repository: the repository exists at the URL given, it is not archived, its license is a real file we read, its most recent release and most recent push are the dates stated, and its stated Godot support and plugin type come from its own README, plugin.cfg or .gdextension file.We did not install and run each of these inside Summer. The compatibility argument is the one on Extending Summer: a pure-GDScript @tool addon that works on stock Godot 4.6 works on Summer, because Summer is stock Godot 4.6 plus additions. Where an entry carries native code, that argument is weaker and the entry says so.

How to judge a plugin yourself

This is the durable part of the page. Entries age; the test does not.
1

Is it Godot 4.x?

Godot 3.x addons are dead and no amount of patching brings them back — the 3.x plugin API does not exist in 4.x, GDScript 2.0 is a different language, and the scene format changed. A repository with a 3.x branch and a 4.x branch is fine; you want the 4.x one. A repository that only ever supported 3.x is a dead end on stock Godot too.
2

Is it pure GDScript, or does it ship a binary?

Look in the addon folder. If everything is .gd and .tscn with a plugin.cfg, it is a GDScript addon — no ABI, no compilation, no code signing, and the safe case.If you find a .gdextension file next to .dll / .so / .dylib / .framework files, it is a GDExtension, and it is version-locked to whatever Godot version those binaries were built against. Go to the next step.
3

For a GDExtension, read the .gdextension file

It is the authoritative answer and it takes ten seconds. Open the [configuration] block:
compatibility_minimum must be at or below 4.6.1, and any compatibility_maximum must be at or above it. The engine hard-errors on anything below 4.1.0. Then check [libraries] actually names a key matching your platform. The full rules, including the tag-precedence trap, are on GDExtension.
4

Check maintenance against the version you are on, not against today's date

“Last commit two weeks ago” is not the question. The question is whether a released version targets Godot 4.6. Plenty of addons have a healthy default branch and a newest tag that predates 4.6 entirely — you can still use them, but you are installing an untagged branch head, and you should know that is what you are doing.Read the project’s own compatibility table if it has one. Several of the entries below publish one, and it is more reliable than a badge in the README header.
5

Check the license and read the code you are enabling

No clear license, no entry on this page. Beyond legality: enabling a plugin runs its code inside your editor process with full filesystem access. That is true on stock Godot too, and it is worth saying once per page.
6

Verify it actually loaded

Enabling a plugin in Summer can return success and still not load it. A broken plugin does not crash the editor; it produces an editor that quietly ignores you. After enabling, confirm with IsEditorPluginEnabled or EditorInterface.is_plugin_enabled(). This is not optional and the failure mode is genuinely nasty — Verification is not optional.
The single most common way to conclude “this plugin works” when it never loaded is to trust the enable call’s acknowledgement. It means queued, not loaded. Verify separately, every time.

Dialogue and narrative

Dialogue Manager’s version split matters. Its README states that Dialogue Manager 4 targets Godot 4.6+ and lives on the default branch, while the v3.10 line — which is what the newest tag, v3.10.5, belongs to — targets Godot 4.4 or 4.5. There is no v4 tag at the time of checking. For Summer, that means installing the default branch rather than the latest release, or taking the Asset Library build if it has caught up.
Dialogic has carried an alpha label on its 2.0 line for a long time while being one of the most widely used addons in the ecosystem. Treat the label as a versioning habit rather than a warning, but read the changelog before upgrading across alphas.

Behaviour, state machines and cameras

Beehave’s newest release predates its own 4.6 guidance. The project’s compatibility table says Godot 4.5+ wants Beehave 2.10+, but no 2.10 tag exists — the newest tag is v2.9.2 from December 2025, and the branch plugin.cfg reads 2.9.3-dev. Meanwhile the default branch has commits titled “upgrade project to godot 4.6” (February 2026) and “upgrade deps to Godot 4.7” (July 2026).So the 4.6-ready code exists and the 4.6-ready release does not. Install the godot-4.x branch head knowingly, or stay on v2.9.2 and test.
LimboAI ships two different things and only one of them works here. Its release page carries both a GDExtension archive (named for Godot 4.6) and a set of full custom engine builds for Godot 4.7. The custom engine builds are the module route and cannot be used with Summer — there is no way to compile a module into Summer. Take the GDExtension archive.Its .gdextension declares compatibility_minimum = "4.2" with no maximum, which passes the reader test for 4.6.1. Its macOS binaries are .framework bundles — see the macOS caveat.

Level, terrain and world tools

Terrain3D’s .gdextension declares compatibility_minimum = 4.5 with no maximum, and the release explicitly states support for Godot 4.4 through 4.6+. That is the cleanest 4.6 story of any prebuilt GDExtension we checked. The macOS caveat below still applies.

Testing and debugging

Read GUT’s version table before installing. The newest release is not the one you want. v9.7.1 targets Godot 4.7.x; Godot 4.6.x maps to v9.6.1 or the default branch. Installing the newest tag because it is newest is the mistake this table exists to prevent, and GUT is unusually good about documenting it.
Debug Draw 3D’s .gdextension declares compatibility_minimum = "4.4.1" with no maximum, so it passes the mechanical half of the reader test. Its documentation does not name 4.6 anywhere, so it fails the “does it advertise 4.6” half. Try it, verify it loads, and do not assume.

The macOS .framework caveat

Every prebuilt GDExtension on this page — Terrain3D, LimboAI and Debug Draw 3D — ships its macOS binary as a .framework bundle rather than a plain .dylib. That is simply what the standard bindings produce for macOS, so it is not a mark against any of them. It matters here because Summer’s GDExtension loading has been verified against a plain .dylib and has not been tested with .framework packaging, and Summer does not implement upstream’s Apple bundle-lookup fallback path. See Ship a plain .dylib. Practically:
  • On Windows and Linux, these three ship plain .dll and .so files and the question does not arise.
  • On macOS, load them and check the editor console before building anything on top. Summer prints [SE]-prefixed diagnostics naming the resolved path and the raw dlerror string, which will tell you immediately — When a load fails.
  • On web exports, no GDExtension works at all, regardless of packaging.
If you resolve this either way on macOS, tell us. It is the single most useful missing data point on this page.

What is not here

Some well-known addons were checked and deliberately left out. The reasoning is more useful than the names:
  • Anything shipped as an engine module — the best-known voxel terrain system for Godot is distributed as a module requiring a custom engine build, with GDExtension support still listed as planned work. Summer’s engine source is not public, so modules cannot be used, and a GDExtension build of the same project is a different artifact you must check separately.
  • Addons with open, unresolved reports of breaking on Godot 4.6 — including one popular scattering tool with issues filed specifically against 4.6 on Apple Silicon, and one sprite-import tool with two unresolved 4.6 reports. A plugin that is broken on stock 4.6 is broken on Summer.
  • Projects that have moved off GitHub — at least one major Steam integration now has archived GitHub repositories that redirect elsewhere. Not a judgement on the project; we only list links we fetched.
  • Addons whose newest release long predates 4.6 with no compatibility statement. They may well work. We have no basis for saying so, and a plausible list is worth less than a short verified one.

Submit a plugin

There is no submission form and no automated review. Two routes, both of which reach us:

Open an issue or a pull request

This documentation is a public repository. Propose an entry against extending/plugin-library.mdx, or file an issue if you would rather we did the checking

Tell us on Discord

The fastest route, and the right one if you want to discuss whether something fits before writing it up
Include the repository URL, the license, whether it is a GDScript addon or a GDExtension, and — if it is a GDExtension — the compatibility_minimum from its .gdextension file. That is most of the verification already done.

A note on how new this is

Summer-specific plugins do not really exist yet. We documented Summer’s extension surface — editor plugins, GDExtension, the headless editor — very recently, and nobody has had time to build against it. So this list starts where it honestly can: general Godot 4.x addons that Summer inherits by being a faithful fork. As people build things that use what Summer adds on top — agent-driven editor tooling, generation pipelines, project automation — this page is where they will go. If you are building one, the editor plugin page is the whole API surface, and Discord is where to tell us it exists.

Next steps

Write your own plugin

Templates, the three ways to enable one, and the traps that fail silently

Extending Summer

The three extension paths and which one applies to you

GDExtension

Native libraries: the ABI, the loader rules, and how to debug a failed load

Headless scripting

Driving the engine from a shell with no window

Need help or have questions? Reach out to our founders at founders@summerengine.com or join our community on Discord for fast responses.