EllanJiang/GameFramework · critical · GameFrameworkException

Read-only path is invalid.

Error message

Read-only path is invalid.

What it means

CheckResources verifies that the ResourceManager's read-only path (ReadOnlyPath, where bundled/package resources live) is a non-empty string before loading the local version list. An empty or null path means the framework cannot locate read-only resources, so it throws this GameFrameworkException.

Solutions

  1. Set resourceComponent.ReadOnlyPath (usually Application.streamingAssetsPath or a platform-specific path) before calling CheckResources.
  2. Verify the GameFramework ResourceComponent inspector has a valid ReadOnlyPath configured for the active platform.
  3. Add a null/empty assertion on ReadOnlyPath in your own bootstrap prior to invoking CheckResources.

Example fix

// before
m_ResourceComponent.ReadOnlyPath = string.Empty;
m_ResourceComponent.CheckResources(); // throws

// after
#if UNITY_ANDROID
m_ResourceComponent.ReadOnlyPath = Application.streamingAssetsPath;
#else
m_ResourceComponent.ReadOnlyPath = Utility.Path.GetRegularPath(Application.dataPath);
#endif
m_ResourceComponent.CheckResources();
Defensive patterns

Strategy: validation

Validate before calling

if (string.IsNullOrEmpty(m_ResourceComponent.ReadOnlyPath))
    m_ResourceComponent.ReadOnlyPath = Application.streamingAssetsPath;
if (string.IsNullOrEmpty(m_ResourceComponent.ReadOnlyPath))
    throw new InvalidOperationException("ReadOnlyPath must be configured before CheckResources");

Try / catch

try { m_ResourceComponent.CheckResources(); }
catch (GameFrameworkException ex) when (ex.Message == "Read-only path is invalid.")
{
    Debug.LogError("ReadOnlyPath not set; configure the ResourceComponent for this platform.");
}

Prevention

When it happens

Trigger: Calling CheckResources when resourceComponent.ReadOnlyPath (or ResourceManager.m_ReadOnlyPath) was never assigned or was set to string.Empty, typically because the ResReaderMode/ReadOnlyPath config was not initialized before the check.

Common situations: Skipping the ResourceComponent inspector configuration; wiping ReadOnlyPath in a custom editor script; initializing resources in a stripped scene where the ResourceComponent defaults were not applied.

Understand the failure class

Background: "must not be empty", "cannot be empty" — required-field validation errors across open-source libraries — this error's family across 41 libraries.

Related errors


AI-assisted analysis of EllanJiang/GameFramework@d0c010b051 (2026-09-15). Data as JSON: /api/errors/cbebab91ff1e00f2. Report an issue: GitHub.

Appendix: source

Thrown at GameFramework/Resource/ResourceManager.ResourceChecker.cs:73

            {
                m_CheckInfos.Clear();
            }

            /// <summary>
            /// 检查资源。
            /// </summary>
            /// <param name="currentVariant">当前使用的变体。</param>
            /// <param name="ignoreOtherVariant">是否忽略处理其它变体的资源,若不忽略,将会移除其它变体的资源。</param>
            public void CheckResources(string currentVariant, bool ignoreOtherVariant)
            {
                if (m_ResourceManager.m_ResourceHelper == null)
                {
                    throw new GameFrameworkException("Resource helper is invalid.");
                }

                if (string.IsNullOrEmpty(m_ResourceManager.m_ReadOnlyPath))
                {
                    throw new GameFrameworkException("Read-only path is invalid.");
                }

                if (string.IsNullOrEmpty(m_ResourceManager.m_ReadWritePath))
                {
                    throw new GameFrameworkException("Read-write path is invalid.");
                }

                m_CurrentVariant = currentVariant;
                m_IgnoreOtherVariant = ignoreOtherVariant;
                m_ResourceManager.m_ResourceHelper.LoadBytes(Utility.Path.GetRemotePath(Path.Combine(m_ResourceManager.m_ReadWritePath, RemoteVersionListFileName)), new LoadBytesCallbacks(OnLoadUpdatableVersionListSuccess, OnLoadUpdatableVersionListFailure), null);
                m_ResourceManager.m_ResourceHelper.LoadBytes(Utility.Path.GetRemotePath(Path.Combine(m_ResourceManager.m_ReadOnlyPath, LocalVersionListFileName)), new LoadBytesCallbacks(OnLoadReadOnlyVersionListSuccess, OnLoadReadOnlyVersionListFailure), null);
                m_ResourceManager.m_ResourceHelper.LoadBytes(Utility.Path.GetRemotePath(Path.Combine(m_ResourceManager.m_ReadWritePath, LocalVersionListFileName)), new LoadBytesCallbacks(OnLoadReadWriteVersionListSuccess, OnLoadReadWriteVersionListFailure), null);
            }

            private void SetCachedFileSystemName(ResourceName resourceName, string fileSystemName)
            {
                GetOrAddCheckInfo(resourceName).SetCachedFileSystemName(fileSystemName);
            }

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