BabylonJS/Babylon.js · error · Error
${context}: Invalid number of components (${componentSize})
Error message
${context}: Invalid number of components (${componentSize}) for COLOR_0 attribute What it means
Morph target COLOR_0 attributes must have 3 (RGB) or 4 (RGBA) components. When _loadMorphTargetVertexDataAsync builds the color Float32Array for a morph target and the per-vertex component size is anything else, it throws because Babylon colors can only be set as Vec3/Vec4 data.
Source
Thrown at packages/dev/loaders/src/glTF/2.0/glTFLoader.pure.ts:1471
let colors = null;
const componentSize = babylonVertexBuffer.getSize();
if (componentSize === 3) {
colors = new Float32Array((data.length / 3) * 4);
babylonVertexBuffer.forEach(data.length, (value, index) => {
const pixid = Math.floor(index / 3);
const channel = index % 3;
colors[4 * pixid + channel] = data[3 * pixid + channel] + value;
});
for (let i = 0; i < data.length / 3; ++i) {
colors[4 * i + 3] = 1;
}
} else if (componentSize === 4) {
colors = new Float32Array(data.length);
babylonVertexBuffer.forEach(data.length, (value, index) => {
colors[index] = data[index] + value;
});
} else {
throw new Error(`${context}: Invalid number of components (${componentSize}) for COLOR_0 attribute`);
}
babylonMorphTarget.setColors(colors);
});
return await Promise.all(promises).then(() => {});
}
private static _LoadTransform(node: INode, babylonNode: TransformNode): void {
// Ignore the TRS of skinned nodes.
// See https://github.com/KhronosGroup/glTF/tree/master/specification/2.0#skins (second implementation note)
if (node.skin != undefined) {
return;
}
let position = Vector3.Zero();
let rotation = Quaternion.Identity();
let scaling = Vector3.One();
View on GitHub (pinned to 0592b347b8)
Solutions
- Fix the asset so COLOR_0 accessors are type VEC3 or VEC4 (as the glTF spec requires)
- Run the file through glTF-Validator to catch invalid accessor types before loading
- Re-export the model and confirm color attribute types in the output JSON
Example fix
// before (in .gltf)
// { "attributes": { "COLOR_0": 7 }, ... } // accessor 7 type: VEC2
// after
// accessor 7: { "type": "VEC4", "componentType": 5126 } // 3 or 4 components required Defensive patterns
Strategy: validation
Validate before calling
// Check COLOR_0 accessor types on morph targets before loading
for (const mesh of gltf.meshes ?? []) {
for (const p of mesh.primitives ?? []) {
for (const t of p.targets ?? []) {
if (t.COLOR_0 != null) {
const acc = gltf.accessors[t.COLOR_0];
if (!/^VEC[34]$/.test(acc.type)) throw new Error(`COLOR_0 accessor must be VEC3/VEC4, got ${acc.type}`);
}
}
}
} Type guard
function hasValidColorAccessor(gltf, accessorIndex) {
const acc = gltf.accessors?.[accessorIndex];
return !!acc && (acc.type === "VEC3" || acc.type === "VEC4");
} Try / catch
try {
await loader.loadAsync(url);
} catch (e) {
if (e.message.includes("Invalid number of components") && e.message.includes("COLOR_0")) {
console.error("Fix morph target COLOR_0 accessor to VEC3/VEC4");
} else throw e;
} Prevention
- Validate accessor types with glTF-Validator in CI
- Never hand-write COLOR_0 accessors; export colors from the DCC tool
When it happens
Trigger: Loading a glTF whose morph target's COLOR_0 accessor has componentType/Type yielding componentSize other than 3 or 4 (e.g. a VEC2 or scalar color accessor).
Common situations: Hand-authored glTF with a malformed COLOR_0 accessor type; asset-conversion scripts that rewrite accessors incorrectly; exporter bugs emitting unsupported color vector sizes.
Related errors
- ${context}: Primitives do not have the same number of target
- ${context}/target/path: Could not find interpolation propert
- Buffer access is out of range
- ${extensionContext}: Invalid area light type (${light.type})
- ${context}: Irradiance coefficients are missing
AI-assisted analysis of BabylonJS/Babylon.js@0592b347b8 (2026-08-30).
Data as JSON: /api/errors/8df1ea60f8912376.
Report an issue: GitHub.