bevyengine/bevy · critical

The system ran out of unique `{}`s.

Error message

The system ran out of unique `{}`s.

What it means

bevy_utils' define_atomic_id! macro (crates/bevy_utils/src/atomic_id.rs) hands each render-resource handle type — BufferId, TextureId, TextureViewId, SamplerId, BindGroupId, BindGroupLayoutId, RenderPipelineId, ComputePipelineId, ShaderId — unique ids from a per-type static AtomicU32 starting at 1. After 2^32-1 allocations fetch_add wraps back to 0, NonZero::new(0) fails, and the macro panics with "The system ran out of unique `{TypeName}`s." — a leak detector for runaway resource creation.

Source

Thrown at crates/bevy_utils/src/atomic_id.rs:28

        /// Note that this means the id space is process-wide, as such it may potentially be exhausted
        /// by a combination of long-running processes and multiple bevy `World`s, at which point we panic.
        #[derive(::core::marker::Copy, ::core::clone::Clone, ::core::hash::Hash, ::core::cmp::Eq, ::core::cmp::PartialEq, ::core::cmp::PartialOrd, ::core::cmp::Ord, ::core::fmt::Debug)]
        pub struct $atomic_id_type(::core::num::NonZero<u32>);

        impl $atomic_id_type {
            /// Creates a new id via fetch_add atomic on a static global.
            #[expect(
                clippy::new_without_default,
                reason = "Implementing the `Default` trait on atomic IDs would imply that two `<AtomicIdType>::default()` equal each other. By only implementing `new()`, we indicate that each atomic ID created will be unique."
            )]
            pub fn new() -> Self {
                use ::core::sync::atomic::{AtomicU32, Ordering};

                static COUNTER: AtomicU32 = AtomicU32::new(1);

                let counter = COUNTER.fetch_add(1, Ordering::Relaxed);
                Self(::core::num::NonZero::<u32>::new(counter).unwrap_or_else(|| {
                    ::core::panic!(
                        "The system ran out of unique `{}`s.",
                        ::core::stringify!($atomic_id_type)
                    );
                }))
            }
        }

        impl ::core::convert::From<$atomic_id_type> for ::core::num::NonZero<u32> {
            fn from(value: $atomic_id_type) -> Self {
                value.0
            }
        }

        impl ::core::convert::From<::core::num::NonZero<u32>> for $atomic_id_type {
            fn from(value: ::core::num::NonZero<u32>) -> Self {
                Self(value)
            }
        }

View on GitHub (pinned to 396ca72708)

Solutions

  1. Audit for per-frame resource creation (new buffers/textures/pipelines in systems or render worlds) and hoist them: create once, store the handle, reuse.
  2. Use Bevy's asset system (Assets<T>, Res) for images/shaders so handles are shared rather than freshly minted.
  3. Cache pipelines and bind groups in resources keyed by their layout/config instead of rebuilding them.
  4. Restart the process as a stopgap while you fix the leak — the counter never resets within a process.
  5. Instrument with a counter around your resource-creation path to confirm the growth rate before assuming exhaustion.

Example fix

// before: mints a new TextureId-backed image every frame -> eventual exhaustion
fn particles(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
    commands.spawn(ImageNode::new(images.add(make_noise_image())));
}

// after: build the image once, keep the handle in a resource, reuse it
fn setup(mut commands: Commands, mut images: ResMut<Assets<Image>>) {
    commands.insert_resource(NoiseTexture(images.add(make_noise_image())));
}
Defensive patterns

Strategy: validation

Validate before calling

// wrap resource creation in a budgeted helper and track the growth rate
use std::sync::atomic::{AtomicU64, Ordering};
static TEXTURES_MINTED: AtomicU64 = AtomicU64::new(0);

fn mint_texture(images: &mut Assets<Image>, image: Image) -> Handle<Image> {
    let n = TEXTURES_MINTED.fetch_add(1, Ordering::Relaxed);
    debug_assert!(n < 4_000_000_000, "approaching u32 id exhaustion — audit for leaks");
    images.add(image)
}

Try / catch

// Fatal by design once ids wrap; there is nothing to catch. Detect the leak before
// exhaustion by monitoring creation counters / GPU memory in your telemetry.

Prevention

When it happens

Trigger: Allocating more than 4,294,967,294 instances of a single id type in one process: e.g. creating a new Buffer, GpuImage, Shader, or pipeline object every frame for ~12+ hours at 100/s, or per-entity resource creation in large scenes.

Common situations: Long-running simulations or servers that instantiate render resources per frame/per entity instead of reusing handles; particle systems generating a texture per particle; shader hot-reload loops leaking pipelines; benchmarks that loop for days.

Related errors


AI-assisted analysis of bevyengine/bevy@396ca72708 (2026-08-20). Data as JSON: /api/errors/19893259b300467e. Report an issue: GitHub.