EllanJiang/GameFramework · critical · GameFrameworkException
Read-write path is invalid.
Error message
Read-write path is invalid.
What it means
CheckResources also requires the read-write path (ReadWritePath, where downloaded/updated resources are stored) to be non-empty, because the remote version list is loaded from it. If m_ReadWritePath is null or empty the framework throws this GameFrameworkException.
Solutions
- Assign resourceComponent.ReadWritePath = Application.persistentDataPath (or equivalent writable dir) before calling CheckResources.
- Ensure FileHelper/MakeSureDirectoryExists runs so the writable path is valid on the target platform.
- Reorder bootstrap code so path assignment happens before CheckResources.
Example fix
// before m_ResourceComponent.CheckResources(); // ReadWritePath not set // after m_ResourceComponent.ReadWritePath = Application.persistentDataPath; m_ResourceComponent.CheckResources();
Defensive patterns
Strategy: validation
Validate before calling
if (string.IsNullOrEmpty(m_ResourceComponent.ReadWritePath))
m_ResourceComponent.ReadWritePath = Application.persistentDataPath;
if (!Directory.Exists(m_ResourceComponent.ReadWritePath))
Directory.CreateDirectory(m_ResourceComponent.ReadWritePath); Try / catch
try { m_ResourceComponent.CheckResources(); }
catch (GameFrameworkException ex) when (ex.Message == "Read-write path is invalid.")
{
Debug.LogError("ReadWritePath not set; point it at persistent data before checking resources.");
} Prevention
- Always assign ReadWritePath = Application.persistentDataPath (or equivalent) before CheckResources.
- Create the directory up front on first launch.
- Keep path setup in one bootstrap function so it cannot be skipped.
When it happens
Trigger: Calling CheckResources when resourceComponent.ReadWritePath (or ResourceManager.m_ReadWritePath) is null or string.Empty — e.g. the writable-path initialization step was skipped or assigned after CheckResources.
Common situations: Not setting ReadWritePath to a persistent-data location (Application.persistentDataPath) before starting a resource update; calling CheckResources from a custom manager that bypasses the component's initialization flow.
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
- Read-only path is invalid.
- Read-only path is invalid.
- Config helper is invalid.
- Config name ' ' is not exist.
- Config name is invalid.
AI-assisted analysis of EllanJiang/GameFramework@d0c010b051 (2026-09-15).
Data as JSON: /api/errors/86d1d5409d71dcfb.
Report an issue: GitHub.
Appendix: source
Thrown at GameFramework/Resource/ResourceManager.ResourceChecker.cs:78
/// 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);
}
private void SetVersionInfo(ResourceName resourceName, LoadType loadType, int length, int hashCode, int compressedLength, int compressedHashCode)
{
GetOrAddCheckInfo(resourceName).SetVersionInfo(loadType, length, hashCode, compressedLength, compressedHashCode);
}View on GitHub (pinned to d0c010b051)