bevyengine/bevy · error · AssetLoadError::EmptyPath
Attempted to load an asset with an empty path "{0}".
Error message
Attempted to load an asset with an empty path "{0}". What it means
AssetLoadError::EmptyPath is thrown by bevy_asset's AssetServer when get_handle or load is called with an AssetPath whose path string is empty. The server validates paths before doing any I/O and rejects empty paths immediately because no asset could ever be resolved from them. The error carries the (empty) AssetPath for diagnostics.
Source
Thrown at crates/bevy_asset/src/server/mod.rs:2228
pub struct RequestedHandleTypeMismatchError {
/// The path of the asset.
pub path: AssetPath<'static>,
/// The requested type id of handle.
pub requested: TypeId,
/// The actual loaded asset type name.
pub actual_asset_name: &'static str,
/// The loader name used to load the asset.
pub loader_name: &'static str,
}
/// An error that occurs during an [`Asset`] load.
#[derive(Error, Debug, Clone)]
#[expect(
missing_docs,
reason = "Adding docs to the variants would not add information beyond the error message and the names"
)]
pub enum AssetLoadError {
#[error("Attempted to load an asset with an empty path \"{0}\".")]
EmptyPath(AssetPath<'static>),
#[error("Asset path \"{0}\" is unapproved. See UnapprovedPathMode for details.")]
UnapprovedPath(AssetPath<'static>),
#[error(transparent)]
RequestedHandleTypeMismatch(#[from] Box<RequestedHandleTypeMismatchError>),
#[error("Could not find an asset loader matching: Asset Type: {asset_type_id:?}; Path: {asset_path:?};")]
MissingAssetLoader {
asset_type_id: Option<TypeId>,
asset_path: String,
},
#[error(transparent)]
MissingAssetLoaderForExtension(#[from] MissingAssetLoaderForExtensionError),
#[error(transparent)]
MissingAssetLoaderForTypeName(#[from] MissingAssetLoaderForTypeNameError),
#[error(transparent)]
MissingAssetLoaderForTypeIdError(#[from] MissingAssetLoaderForTypeIdError),
#[error(transparent)]
AssetReaderError(#[from] AssetReaderError),View on GitHub (pinned to 227d3a6c66)
Solutions
- Check the path value right before the load call and skip or fix empty strings
- Fix the config/source that produced the empty path (missing field, unset env var, failed concat)
- Use Option<String> for optional asset paths in your config types so absence is explicit instead of ""
- Log the empty path at the source to find which config entry is blank
Example fix
// before
let path: String = config.icon_path.clone();
let handle: Handle<Image> = server.load(&path); // panics/errors when path == ""
// after
let handle: Handle<Image> = if config.icon_path.is_empty() {
Handle::default() // or skip loading entirely
} else {
server.load(&config.icon_path)
}; Defensive patterns
Strategy: validation
Validate before calling
fn validate_asset_path(path: &str) -> Result<&str, String> {
if path.is_empty() {
Err("asset path is empty".to_string())
} else {
Ok(path)
}
} Type guard
fn has_asset_path(path: &Option<String>) -> bool {
path.as_deref().map(|p| !p.is_empty()).unwrap_or(false)
} Try / catch
match server.load_checked(&path) {
Ok(handle) => handle,
Err(AssetLoadError::EmptyPath(p)) => {
error!("empty asset path: {p:?}");
Handle::default()
}
Err(e) => panic!("asset load failed: {e}"),
} Prevention
- Validate path fields at config deserialization time (deny empty strings)
- Model optional assets as Option<AssetPath> rather than empty strings
- Add a unit test that deserializes your config and asserts every path is non-empty
- Fail fast with a clear log when a path source (env var, CLI arg) yields an empty string
When it happens
Trigger: Calling AssetServer::load, get_handle, or load_folder with an empty string/AssetPath; constructing AssetPath::parse("") and passing it to the server; a config file or field that supplies the asset path being an empty string.
Common situations: Config/scene files where a path field was left empty or an env-driven path variable resolved to ""; string concatenation where the prefix failed to load so the result is ""; deserializing assets lists from JSON/RON where a missing entry defaults to an empty string.
Related errors
- Asset path "{0}" is unapproved. See UnapprovedPathMode for d
- missing texture atlas layout for the font
- missing texture for the font atlas
- Error while trying to read the world file: {0}
- Could not parse RON: {0}
AI-assisted analysis of bevyengine/bevy@227d3a6c66 (2026-08-30).
Data as JSON: /api/errors/c93e0689b79fdfa4.
Report an issue: GitHub.