bevyengine/bevy · error · TextError

missing texture atlas layout for the font

Error message

missing texture atlas layout for the font

What it means

TextError::MissingAtlasLayout signals that the TextureAtlasLayout asset backing a font atlas is absent from Assets<TextureAtlasLayout>. In the current bevy_text the layout is held directly by FontAtlas, so this variant is declared in the public enum but no longer constructed in-tree; hitting it means custom code that manages atlas assets, or an older Bevy where FontAtlasSet looked the layout up by handle.

Source

Thrown at crates/bevy_text/src/error.rs:21

#[derive(Debug, PartialEq, Eq, Error)]
/// Errors related to the textsystem
pub enum TextError {
    /// Font was not found, this could be that the font has not yet been loaded, or
    /// that the font failed to load for some other reason
    #[error("font not found")]
    NoSuchFont,
    /// Font was not found, this could be that the font has not yet been loaded, or
    /// that the font failed to load for some other reason
    #[error("No such font family {0:?}")]
    NoSuchFontFamily(String),
    /// Failed to add glyph to a newly created atlas for some reason
    #[error("failed to add glyph to newly-created atlas {0:?}")]
    FailedToAddGlyph(u16),
    /// Failed to get scaled glyph image for cache key
    #[error("failed to get scaled glyph image for cache key: {0:?}")]
    FailedToGetGlyphImage(u16),
    /// Missing texture atlas layout for the font
    #[error("missing texture atlas layout for the font")]
    MissingAtlasLayout,
    /// Missing texture for the font atlas
    #[error("missing texture for the font atlas")]
    MissingAtlasTexture,
    /// Failed to find glyph in atlas after it was added
    #[error("failed to find glyph in atlas after it was added")]
    InconsistentAtlasState,
    #[error("scale factor <= 0")]
    /// Text cannot be rendered for a scale factor <= zero.
    DegenerateScaleFactor,
}

View on GitHub (pinned to 396ca72708)

Solutions

  1. Audit custom systems for Assets::<TextureAtlasLayout>::remove/clear calls and stop deleting atlas-managed assets
  2. If you keep a Handle<TextureAtlasLayout>, check assets.contains(&handle) before use and re-add the layout if missing
  3. Upgrade Bevy and any third-party text/UI crates together so atlas APIs match

Example fix

// before: cleanup that also wipes font atlas layouts
for handle in all_handles { texture_atlas_layout_assets.remove(handle); }

// after: only remove layouts your code created
for handle in my_own_layout_handles { texture_atlas_layout_assets.remove(handle); }
Defensive patterns

Strategy: validation

Validate before calling

// Only valid if your code holds atlas layout handles
if !texture_atlas_layouts.contains(&layout_handle) {
    // re-create/re-add the layout, or skip this atlas
}

Try / catch

match result {
    Err(TextError::MissingAtlasLayout) => { /* recreate atlas state */ }
    _ => {}
}

Prevention

When it happens

Trigger: Manually removing or replacing the TextureAtlasLayout assets owned by font atlases, calling older FontAtlasSet APIs that resolve a layout Handle, or third-party crates constructing this variant when the layout asset fails to load.

Common situations: Custom asset cleanup systems that clear Assets<T> collections wholesale, asset hot-reload paths that drop layouts, or version mismatches between Bevy and a UI/text crate compiled against the old atlas API.

Related errors


AI-assisted analysis of bevyengine/bevy@396ca72708 (2026-08-20). Data as JSON: /api/errors/8668e8c24f33d11a. Report an issue: GitHub.