stride3d/stride · error · InvalidOperationException

Property path parse error: could not find binding info for…

Error message

Property path parse error: could not find binding info for member {0} in type {1}

What it means

While walking a property path, UpdateEngine searches the container type (and its base types) for a member with matching updatable binding info (property/field the animation system can bind to). If no member matching the path segment exists on the type or its bases, it throws, meaning the path points at a member that cannot be animated or does not exist.

Solutions

  1. Fix the member name in the path to match an existing public property/field on the target type
  2. Confirm the member is animatable (public instance property/field with a compatible type)
  3. Check for renames after refactoring and update serialized animation clips/assets accordingly
  4. Verify the cast type earlier in the path is correct so the member is looked up on the right type

Example fix

// before
var path = 'NonExistentProperty'; // member missing on target type
// after
var path = 'ExistingAnimatableProperty';
Defensive patterns

Strategy: validation

Validate before calling

static void EnsureMemberAnimatable(Type t, string member) { const BindingFlags F = BindingFlags.Public | BindingFlags.Instance; if (t.GetProperty(member, F) == null && t.GetField(member, F) == null) throw new ArgumentException($"'{member}' is not a public instance member of {t}"); }

Try / catch

try { var compiler = UpdateEngine.Compile(path, type, ...); } catch (InvalidOperationException ex) when (ex.Message.Contains("could not find binding info")) { // inspect path vs type
    throw new ArgumentException($"Animation path '{path}' does not match type {type}", ex); }

Prevention

When it happens

Trigger: A path segment names a member that does not exist on the target type (typo, renamed member), or the member exists but is not a bindable property/field (e.g. static, indexer, or a non-updatable member), or the target object type differs from what the path assumed (often after a cast).

Common situations: Renaming a C# property after authoring animation clips, animating fields the updater doesn't support, path strings written against an older version of a class, or a cast in the path that changes the expected container type.

Understand the failure class

Background: "Not found" and "does not exist" errors: why "Task not found", "No such folder", and "Can't find" fire when a lookup comes back empty — this error's family across 14 libraries.

Related errors


AI-assisted analysis of stride3d/stride@96fad776d2 (2026-09-14). Data as JSON: /api/errors/0846aa25ed081f92. Report an issue: GitHub.

Appendix: source

Thrown at sources/engine/Stride.Engine/Updater/UpdateEngine.cs:306

                            // if not found, try to find a custom resolver 
                            parentType = containerType;
                            while (updatableMember == null && parentType != null)
                            {
                                UpdateMemberResolver resolver;
                                if (MemberResolvers.TryGetValue(parentType, out resolver))
                                {
                                    updatableMember = resolver.ResolveProperty(propertyName);
                                    if (updatableMember != null)
                                        break;
                                }

                                parentType = parentType.GetTypeInfo().BaseType;
                            }

                            if (updatableMember == null)
                            {
                                throw new InvalidOperationException(string.Format("Property path parse error: could not find binding info for member {0} in type {1}", propertyName, containerType));
                            }

                            // Process member
                            ProcessMember(ref state, animationPath, updatableMember, temporaryObjectsList);
                        }
                    }

                    state.ParseElementStart = state.ParseElementEnd;
                }

                currentPath = animationPath.Name;
            }

            // Totally pop the stack (we might still have stuff to copy back into properties
            PopObjects(ref state, 0);

            return new CompiledUpdate
            {

View on GitHub (pinned to 96fad776d2)