stride3d/stride · error · Exception
Failed to get Indices BufferData for entity
Error message
Failed to get Indices BufferData for entity {chunk.Entity.Name}'s model. What it means
Thrown by the prefab/model asset compiler when an index buffer reference cannot be resolved to loaded buffer data during mesh processing. Without the raw index data the compiler cannot reorder triangles for negative-scale transforms, so it aborts with this message.
Solutions
- Re-import the model from its original source to regenerate index buffer data
- Clean asset cache/output and rebuild
- Verify the asset's index buffer references in Game Studio and repair broken links
- Inspect the named entity's source model file for corruption
Defensive patterns
Strategy: validation
Validate before calling
if (string.IsNullOrEmpty(indexBufferRef?.Url))
throw new InvalidOperationException($"Entity {chunk.Entity.Name} has no index buffer reference; re-import the model."); Type guard
static bool HasIndexData(Buffer ref buffer) => buffer?.GetSerializationData()?.Content is { Length: > 0 }; Try / catch
try
{
ProcessMaterial(chunk);
}
catch (Exception ex) when (ex.Message.Contains("Failed to get Indices BufferData"))
{
logger.Error($"Re-import model for entity '{chunk.Entity.Name}': {ex.Message}");
} Prevention
- Re-import models after engine upgrades
- Never manually edit compiled asset intermediates
- Regenerate assets from original source files rather than patching
- Clean caches when buffer references break after merges
When it happens
Trigger: ProcessMaterial meets a mesh whose IndexBuffer reference URL is missing or whose manager.Load<Buffer>(indexBufferRef.Url) yields no serialized content.
Common situations: Same as vertex-buffer case: stale/corrupt imported model assets, version-mismatched intermediate assets, manually edited or merge-broken asset files. Also note this message's interpolation braces were left unescaped in the source (no $ prefix), so the entity name is printed literally.
Understand the failure class
Background: 'Could not be found', 'does not exist', 'not found in database': the resource-not-found family when an ID, slug, key, or URI lookup comes back empty — this error's family across 20 libraries.
Related errors
- Failed to get Vertex BufferData for entity
- Unable to find the base
- Unable to find the graph corresponding to the base part
- The base is unset for the current node.
- No Collection item identifier associated to the given…
AI-assisted analysis of stride3d/stride@96fad776d2 (2026-09-14).
Data as JSON: /api/errors/083ba7945d3a769a.
Report an issue: GitHub.
Appendix: source
Thrown at sources/engine/Stride.Assets.Models/PrefabModelAssetCompiler.cs:185
.ToArray();
mesh.VertexData.AddRange(vertexes);
//indices
var indexBufferRef = AttachedReferenceManager.GetAttachedReference(modelMesh.Draw.IndexBuffer.Buffer);
byte[] indexData;
if (indexBufferRef.Data != null)
{
indexData = ((BufferData)indexBufferRef.Data).Content;
}
else if (!string.IsNullOrEmpty(indexBufferRef.Url))
{
var dataAsset = manager.Load<Buffer>(indexBufferRef.Url);
indexData = dataAsset.GetSerializationData().Content;
}
else
{
throw new Exception("Failed to get Indices BufferData for entity {chunk.Entity.Name}'s model.");
}
var indexSize = modelMesh.Draw.IndexBuffer.Is32Bit ? sizeof(uint) : sizeof(ushort);
byte[] indices;
if (isScalingNegative)
{
// Get reversed winding order
modelMesh.Draw.GetReversedWindingOrder(out indices);
indices = indices.Skip(modelMesh.Draw.IndexBuffer.Offset)
.Take(modelMesh.Draw.IndexBuffer.Count*indexSize)
.ToArray();
}
else
{
// Get indices normally
indices = indexData
.Skip(modelMesh.Draw.IndexBuffer.Offset)View on GitHub (pinned to 96fad776d2)