moeru-ai/airi · error · Error
GODOT4 points to a missing Godot executable.\nConfigured pat
Error message
GODOT4 points to a missing Godot executable.\nConfigured path: ${executable}\nSet GODOT4 to the absolute path of your Godot 4.x .NET/Mono executable before starting dev mode.\nOriginal error: ${errorMessageFrom(error) ?? 'unknown error'} What it means
Thrown by validateConfiguredGodotEnginePath when stat(GODOT4) rejects (typically ENOENT) in development mode. The error interpolates the configured path and the original stat error, and instructs the user to set GODOT4 to an absolute Godot 4.x .NET/Mono executable.
Source
Thrown at apps/stage-tamagotchi/src/main/services/airi/godot-stage/index.ts:325
const binaryPath = join(process.resourcesPath, 'godot-stage', binaryName)
try {
await access(binaryPath)
return binaryPath
}
catch {
return undefined
}
}
async function validateConfiguredGodotEnginePath(executable: string) {
let executableStats
try {
executableStats = await stat(executable)
}
catch (error) {
throw new Error(
'GODOT4 points to a missing Godot executable.\n'
+ `Configured path: ${executable}\n`
+ 'Set GODOT4 to the absolute path of your Godot 4.x .NET/Mono executable before starting dev mode.\n'
+ `Original error: ${errorMessageFrom(error) ?? 'unknown error'}`,
)
}
if (!executableStats.isFile()) {
throw new Error(
'GODOT4 must point to the Godot executable file, not a directory or app bundle.\n'
+ `Configured path: ${executable}\n`
+ 'Examples:\n'
+ ' Windows: C:\\Path\\To\\Godot_v4.x-stable_mono_win64.exe\n'
+ ' macOS: /Applications/Godot_mono.app/Contents/MacOS/Godot\n'
+ ' Linux: /path/to/Godot_v4.x-stable_mono_linux.x86_64',
)
}
}View on GitHub (pinned to 27111382b4)
Solutions
- Set GODOT4 to the absolute path of an existing Godot 4.x Mono/.NET executable and restart the dev app.
- Verify the path with `stat "$GODOT4"` (or Get-Item on Windows) before launching.
- Expand any ~ or env references to an absolute path.
- Reinstall Godot 4 .NET/Mono if the binary was removed.
Example fix
# before export GODOT4=godot # not absolute / not on PATH as a file # after export GODOT4="/opt/Godot_v4.x-stable_mono_linux.x86_64"
Defensive patterns
Strategy: validation
Validate before calling
import { stat } from 'node:fs/promises'
async function godotExecutableExists(path: string): Promise<boolean> {
try { await stat(path); return true } catch { return false }
} Type guard
async function isExistingGodotPath(path: string): Promise<boolean> {
try { await stat(path); return true } catch { return false }
} Prevention
- Set GODOT4 to an absolute path to an existing Godot 4.x Mono executable.
- Expand ~ and env references before launching.
- Verify with stat/file before starting the dev app.
When it happens
Trigger: GODOT4 environment variable points to a path that does not exist on disk; relative path resolved against an unexpected cwd; typo in the path; the Godot binary was moved/uninstalled after the env var was set.
Common situations: Fresh dev setup where GODOT4 was never set correctly; path uses ~ or $HOME that wasn't expanded; Windows path with backslashes passed unquoted through a shell that mangled it; Godot uninstalled/upgraded and the old path retained.
Related errors
- GODOT4 must point to the Godot executable file, not a direct
- GODOT4 is required to start Godot Stage in development mode.
- Unable to locate engines/stage-tamagotchi-godot/project.godo
- Invalid remote debug port: ${env.APP_REMOTE_DEBUG_PORT}
- No reachable private LAN address is available for the curren
AI-assisted analysis of moeru-ai/airi@27111382b4 (2026-08-12).
Data as JSON: /api/errors/6217a8120808dc24.
Report an issue: GitHub.