> ## Documentation Index
> Fetch the complete documentation index at: https://docs.summerengine.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Plugin Library

> A curated, verified list of community Godot 4 addons that fit Summer's compatibility rules — dialogue, behaviour trees, cameras, terrain, testing and debug tools — plus the reusable test for judging any plugin yourself.

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](/extending/overview) for why, and
[Editor Plugins](/extending/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.

<Note>
  **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](/extending/overview): 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.
</Note>

## How to judge a plugin yourself

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

<Steps>
  <Step title="Is it Godot 4.x?">
    [Godot 3.x addons are dead](/extending/overview#using-community-godot-addons) 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.
  </Step>

  <Step title="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.
  </Step>

  <Step title="For a GDExtension, read the .gdextension file">
    It is the authoritative answer and it takes ten seconds. Open the `[configuration]`
    block:

    ```ini theme={null}
    [configuration]
    entry_symbol = "..."
    compatibility_minimum = "4.5"
    ```

    `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](/extending/gdextension#the-gdextension-file-format).
  </Step>

  <Step title="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.
  </Step>

  <Step title="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.
  </Step>

  <Step title="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](/extending/editor-plugins#verification-is-not-optional).
  </Step>
</Steps>

<Warning>
  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.
</Warning>

## Dialogue and narrative

| Plugin                                                                   | What it does                                                                                                                | Type           | License | State when checked                                                 |
| ------------------------------------------------------------------------ | --------------------------------------------------------------------------------------------------------------------------- | -------------- | ------- | ------------------------------------------------------------------ |
| [Dialogic](https://github.com/dialogic-godot/dialogic)                   | Visual editor for dialogue, characters, portraits and timelines; the default choice for visual novels and RPG conversations | GDScript addon | MIT     | `2.0-alpha-20`, released 21 Jul 2026. `README` requires Godot 4.3+ |
| [Dialogue Manager](https://github.com/nathanhoad/godot_dialogue_manager) | Script-like branching dialogue written as text files, with a stateless runtime — the code-first alternative to Dialogic     | GDScript addon | MIT     | `v3.10.5`, released 20 Jul 2026. See the version note below        |

<Note>
  **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.
</Note>

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

| Plugin                                                             | What it does                                                                                                                                    | Type            | License | State when checked                                                                                              |
| ------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | --------------- | ------- | --------------------------------------------------------------------------------------------------------------- |
| [Godot State Charts](https://github.com/derkork/godot-statecharts) | Hierarchical state charts — finite state machines without the state explosion; nested and parallel states, history, transition guards           | GDScript addon  | MIT     | `v0.22.5`, released 26 Jun 2026. Supports "Godot 4 or later"; `0.22.5` was itself a Godot 4.7 compatibility fix |
| [Beehave](https://github.com/bitbrain/beehave)                     | Behaviour trees for enemy and NPC AI, with an in-editor debugger that shows the tree evaluating live                                            | GDScript addon  | MIT     | Newest tag `v2.9.2`, Dec 2025; default branch last pushed 6 Jul 2026. See the release-gap note below            |
| [Phantom Camera](https://github.com/ramokz/phantom-camera)         | Cinemachine-style virtual cameras for `Camera2D` and `Camera3D` — framing, follow modes, blends and priorities without hand-written camera code | GDScript addon  | MIT     | `v0.11.0.3`, released 19 Jul 2026. README states Godot 4.4+                                                     |
| [LimboAI](https://github.com/limbonaut/limboai)                    | Behaviour trees plus hierarchical state machines, with a visual editor and a blackboard system                                                  | **GDExtension** | MIT     | `v1.8.0`, released 19 Jun 2026. Ships a GDExtension build labelled for 4.6. See below                           |

<Warning>
  **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.
</Warning>

<Note>
  **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](/extending/modules) — 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](/extending/gdextension#community-plugin-compatibility) for 4.6.1. Its
  macOS binaries are `.framework` bundles — see [the macOS caveat](#the-macos-framework-caveat).
</Note>

## Level, terrain and world tools

| Plugin                                                                | What it does                                                                                                                               | Type            | License | State when checked                                                                                                                                   |
| --------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------ | --------------- | ------- | ---------------------------------------------------------------------------------------------------------------------------------------------------- |
| [HeightMap Terrain](https://github.com/Zylann/godot_heightmap_plugin) | Heightmap-based 3D terrain with sculpting, texture painting, detail layers and LOD, entirely in GDScript                                   | GDScript addon  | MIT     | Last pushed 14 Jul 2026. `README` states **Godot 4.6+** explicitly. No tagged releases at all — install from the default branch or the Asset Library |
| [SmartShape2D](https://github.com/SirRamEsq/SmartShape2D)             | Draw 2D terrain as a spline and get textured edges, corners and collision generated for you                                                | GDScript addon  | MIT     | `v3.3.1`, Dec 2025; last pushed 21 Jun 2026. Author states support for Godot 4.x; the `README` badge still reads 4.3                                 |
| [Terrain3D](https://github.com/TokisanGames/Terrain3D)                | High-performance clipmap terrain with a full sculpting and painting dock — the heavyweight option when GDScript terrain is not fast enough | **GDExtension** | MIT     | `v1.0.2-stable`, released 19 May 2026, whose release notes read "This maintenance release brings support for Godot 4.6"                              |

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

| Plugin                                                                  | What it does                                                                                                                                     | Type                             | License | State when checked                                                                                                            |
| ----------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ | -------------------------------- | ------- | ----------------------------------------------------------------------------------------------------------------------------- |
| [GUT](https://github.com/bitwes/Gut)                                    | Unit testing for GDScript — asserts, doubles, stubs, parameterised tests, an in-editor runner and a CLI for continuous integration               | GDScript addon                   | MIT     | `v9.7.1`, 10 Jul 2026. Its own version table maps **Godot 4.6.x to `v9.6.1` or the default branch**; `v9.7.1` is the 4.7 line |
| [gdUnit4](https://github.com/godot-gdunit-labs/gdUnit4)                 | Testing framework covering both GDScript and C#, with an embedded test inspector, mocking and scene testing                                      | GDScript addon (plus C# support) | MIT     | `v6.1.3`, Apr 2026; last pushed 25 Jul 2026. `README` badges list 4.6, 4.6.1, 4.6.2 and 4.6.3 explicitly                      |
| [Debug Draw 3D](https://github.com/DmitriySalnikov/godot_debug_draw_3d) | Immediate-mode 3D debug primitives — lines, boxes, spheres, frustums — plus 2D overlays and graphs, drawable from anywhere without leaking nodes | **GDExtension**                  | MIT     | `1.7.3`, released 4 Apr 2026                                                                                                  |

<Warning>
  **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.
</Warning>

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`](/extending/gdextension#ship-a-plain-dylib-and-make-its-path-resolve).

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](/extending/gdextension#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](/extending/modules), 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:

<CardGroup cols={2}>
  <Card title="Open an issue or a pull request" icon="github" href="https://github.com/SummerEngine/docs">
    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
  </Card>

  <Card title="Tell us on Discord" icon="message-circle" href="https://discord.gg/yUpgtxnZky">
    The fastest route, and the right one if you want to discuss whether something fits
    before writing it up
  </Card>
</CardGroup>

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](/extending/editor-plugins),
[GDExtension](/extending/gdextension), the [headless editor](/automation/headless) — 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](/extending/editor-plugins) is the whole API surface, and Discord is
where to tell us it exists.

## Next steps

<CardGroup cols={2}>
  <Card title="Write your own plugin" icon="plug" href="/extending/editor-plugins">
    Templates, the three ways to enable one, and the traps that fail silently
  </Card>

  <Card title="Extending Summer" icon="blocks" href="/extending/overview">
    The three extension paths and which one applies to you
  </Card>

  <Card title="GDExtension" icon="puzzle" href="/extending/gdextension">
    Native libraries: the ABI, the loader rules, and how to debug a failed load
  </Card>

  <Card title="Headless scripting" icon="terminal" href="/automation/headless">
    Driving the engine from a shell with no window
  </Card>
</CardGroup>

***

Need help or have questions? Reach out to our founders at [founders@summerengine.com](mailto:founders@summerengine.com) or join our community on [Discord](https://discord.gg/yUpgtxnZky) for fast responses.
