Godot offers two languages, and Lingara has a kit for each. A GDScript game uses the Lingara addon. A Godot C# game uses Lingara.Embed, the same package a Unity game uses. Use one or the other in a project, never both. The tabs below show each.
Install
GDScript. Install the Lingara addon from the Godot Asset Library, then enable it under Project Settings, Plugins. Enabling it adds an autoload named Lingara, which every scene reaches at /root/Lingara.
C#. Add Lingara.Embed to your project as a package reference. The sample node below, LingaraEmbedNode, is not part of the package: add its source to your project and put it in a scene.
Get tokens from your server
Neither kit holds a secret. When the core needs a token, it asks your own server, which mints one with a server kit and answers with the token and its expiry.
With the addon, set your server’s token route under Project Settings and Lingara calls it on its own thread. If the route needs the player’s session, set it at run time instead, because project settings ship inside your export. Or connect token_needed and answer each request yourself. With C#, the sample node posts to your token route whenever the client asks for a token. Either way, report a failure with token_unavailable or TokenUnavailable, so the waiting calls fail at once.
Process events every frame
The core runs its network I/O on its own thread. The addon’s autoload drains it once per frame and emits one signal per event, so you connect the signals your game needs and never drain anything yourself. The C# node drains in _process, at most 256 events a frame, and re-emits each as a Godot signal.