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
- Fix the member name in the path to match an existing public property/field on the target type
- Confirm the member is animatable (public instance property/field with a compatible type)
- Check for renames after refactoring and update serialized animation clips/assets accordingly
- 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
- After renaming properties, regenerate or update animation clips
- Prefer strong-typed path construction (e.g. PropertyPath helpers) over raw strings
- Keep animatable members public instance properties
- Add compile-time tests that compile all shipped animation clips
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.
- Parsing and encoding errors: unexpected token, malformed input — why parsers reject input and how to find the real culprit.
Related errors
- Property path parse error: could not find binding info for…
- Could not resolve type
- Property path parse error: could not find cast operation…
- Property path parse error: could not find indexer end ']'
- Property path parse error: could not parse indexer value
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)