bevyengine/bevy · error · ApplySceneError

Failed to build a Template in the current Scene: {0}

Error message

Failed to build a Template in the current Scene: {0}

What it means

Variant of ApplySceneError returned while spawning or applying a ResolvedScene. One of the Templates in the scene (entity templates, component templates, or entity-reference templates produced by BSN) failed to build, and the underlying BevyError is wrapped in TemplateBuildError.

Source

Thrown at crates/bevy_scene/src/resolved_scene.rs:613

        id: UntypedAssetId,
        /// The path of the second cached scene.
        path: Option<AssetPath<'static>>,
    },
    /// Caused when attempting to include a cached scene when a [`ResolvedScene`] already has [`Template`]s or related scenes.
    #[error("Attempted to include cached scene (id {id:?}, path: {path:?}), but the resolved scene already has templates. For correctness, the cached scene should always be included first.")]
    LateCached {
        /// The asset id of the cached scene that was included late.
        id: UntypedAssetId,
        /// The path of the cached scene that was included late.
        path: Option<AssetPath<'static>>,
    },
}

/// An error produced when applying a [`ResolvedScene`].
#[derive(Error, Debug)]
pub enum ApplySceneError {
    /// Caused when a [`Template`] fails to build
    #[error("Failed to build a Template in the current Scene: {0}")]
    TemplateBuildError(BevyError),
    /// Caused when the cached [`ResolvedScene`] fails to apply a [`ResolvedScene`].
    #[error("Failed to apply the cached Scene (asset path: \"{cached:?}\"): {error}")]
    CachedSceneApplyError {
        /// The asset path of the cached scene that failed to apply.
        cached: Option<AssetPath<'static>>,
        /// The error that occurred while applying the cached scene.
        error: Box<ApplySceneError>,
    },
    /// Caused when an cached scene is not present.
    #[error("The cached scene (id: {id:?}, path: \"{path:?}\") does not exist.")]
    MissingCachedScene {
        /// The path of the cached scene.
        path: Option<AssetPath<'static>>,
        /// The asset id of the cached scene.
        id: AssetId<ScenePatch>,
    },
    /// Caused when an cached scene has not been resolved yet.

View on GitHub (pinned to 396ca72708)

Solutions

  1. Inspect the inner BevyError (the {0} payload) — it names the exact template and failure reason
  2. Fix the BSN source so every #Name reference points to an entity declared in the same scope
  3. If building templates from code, validate template inputs before adding them to the ResolvedScene

Example fix

// before
bsn! { #Target ChildOf(#Missing) } // #Missing never declared

// after
bsn! {
  #Parent
  Children [
    #Target ChildOf(#Parent)
  ]
}
Defensive patterns

Strategy: try-catch

Try / catch

match resolved.spawn(&mut world) {
    Err(SpawnSceneError::ApplySceneError(ApplySceneError::TemplateBuildError(inner))) => {
        error!("template build failed: {inner}");
    }
    other => { /* ... */ }
}

Prevention

When it happens

Trigger: Calling resolved.spawn(world) or resolved.apply(entity, ...) when a Template cannot construct its component/entity — for example an entity reference #Name that resolves to nothing, or a template whose inputs are inconsistent at apply time.

Common situations: BSN scenes referencing #Entity names that were removed or renamed; templates whose required data is missing at spawn time; partially-built ResolvedScenes produced by custom resolve logic.

Related errors


AI-assisted analysis of bevyengine/bevy@396ca72708 (2026-08-20). Data as JSON: /api/errors/19bb2604f903717b. Report an issue: GitHub.