C# built engine crashes on loading any project with no logs

Godot Version

4.5

System:

Windows 11, desktop, rtx 3090, ryzen 3700x

Hi! Trying to get into godot, but ran into a problem almost straight away. I needed doule precision, so I compiled the engine from source, and for the default version it works fine. Then I tried compiling with C# support, and the process completed without errors, but now I cannot edit or create any project. When I try to do so, the editor crashes without any sort of logs - the logs directory in app_userdata for the project isn’t even created. All it contains is a “vulkan” dir with a single “pipelines.forward_plus.nvidia_geforce_rtx_3090.editor.cache” file.

If I run from the console with --verbose, I get the following output. And after the last line, it just dies without any error messages or crash logs. Whats more, if I run it with --path, the preview game opens and runs fine, but if I do --path and --editor, the result is the same crash, as opening through the UI.
Edit: I tried compiling with c# but without double precision - it runs fine. As does double precision without c#. Only when both are enabled, do I get a problem
If anyone knows what to do with this is I would be greatful.

EditorSettings: Save OK!
WorkerThreadPool: 16 threads, 12 max low-priority.
Godot Engine v4.5.beta.mono.double.custom_build.b432e108d (2025-08-21 23:39:37 UTC) - https://godotengine.org
TextServer: Added interface "Dummy"
Unloading: Disposing tracked instances...
TextServer: Added interface "ICU / HarfBuzz / Graphite (Built-in)"
Unloading: Finished disposing tracked instances.
XR: Clearing primary interface
XR: Removed interface "Native mobile"
XR: Removed interface "OpenXR"
Unrecognized output string "misc2" in mapping:
030000000d0f00000202000000000000,Horipad O Nintendo Switch 2 Controller,a:b1,b:b0,back:b8,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b4,leftstick:b10,lefttrigger:b6,leftx:a0,lefty:a1,misc1:b13,misc2:b14,rightshoulder:b5,rightstick:b11,righttrigger:b7,rightx:a2,righty:a3,start:b9,x:b3,y:b2,platform:Windows,
Unrecognized output string "misc2" in mapping:
030000000d0f00009601000000000000,Horipad Steam,a:b0,b:b1,back:b10,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b12,leftshoulder:b6,leftstick:b13,lefttrigger:b8,leftx:a0,lefty:a1,misc2:b2,paddle1:b5,paddle2:b15,paddle3:b18,paddle4:b19,rightshoulder:b7,rightstick:b14,righttrigger:b9,rightx:a3,righty:a4,start:b11,x:b3,y:b4,platform:Windows,
Unrecognized output string "misc2" in mapping:
030000007e0500006920000000000000,Nintendo Switch 2 Pro Controller,a:b0,b:b1,back:b14,dpdown:b8,dpleft:b10,dpright:b9,dpup:b11,guide:b16,leftshoulder:b12,leftstick:b15,lefttrigger:b13,leftx:a0,lefty:a1~,misc1:b17,misc2:b20,paddle1:b18,paddle2:b19,rightshoulder:b4,rightstick:b7,righttrigger:b5,rightx:a2,righty:a3~,start:b6,x:b2,y:b3,platform:Windows,
ERROR: Can't create an accessibility driver, accessibility support disabled!
   at: DisplayServerWindows (platform\windows\display_server_windows.cpp:6791)
WARNING: GENERAL - Message Id Number: 0 | Message Id Name: Loader Message
        windows_read_data_files_in_registry: Registry lookup failed to get layer manifest files.
        Objects - 1
                Object[0] - VK_OBJECT_TYPE_INSTANCE, Handle 2158435801120
     at: _debug_messenger_callback (drivers\vulkan\rendering_context_driver_vulkan.cpp:639)
SDL: Init OK!
Devices:
  #0: NVIDIA NVIDIA GeForce RTX 3090 - Supported, Discrete
Optional extension VK_EXT_fragment_density_map not found
Optional extension VK_EXT_astc_decode_mode not found
Optional extension VK_EXT_texture_compression_astc_hdr not found
Optional extension VK_KHR_external_memory_fd not found
Optional extension VK_EXT_debug_marker not found
- Vulkan Fragment Shading Rate supported:
  Pipeline fragment shading rate
  Primitive fragment shading rate
  Attachment fragment shading rate, min texel size: (16, 16), max texel size: (16, 16), max fragment size: (4, 4)
- Vulkan Fragment Density Map not supported
- Vulkan multiview supported:
  max view count: 32
  max instances: 134217727
- Vulkan subgroup:
  size: 32
  min size: 32
  max size: 32
  stages: STAGE_VERTEX, STAGE_TESSELLATION_CONTROL, STAGE_TESSELLATION_EVALUATION, STAGE_GEOMETRY, STAGE_FRAGMENT, STAGE_COMPUTE, STAGE_RAYGEN_KHR, STAGE_ANY_HIT_KHR, STAGE_CLOSEST_HIT_KHR, STAGE_MISS_KHR, STAGE_INTERSECTION_KHR, STAGE_CALLABLE_KHR, STAGE_TASK_NV, STAGE_MESH_NV
  supported ops: FEATURE_BASIC, FEATURE_VOTE, FEATURE_ARITHMETIC, FEATURE_BALLOT, FEATURE_SHUFFLE, FEATURE_SHUFFLE_RELATIVE, FEATURE_CLUSTERED, FEATURE_QUAD, FEATURE_PARTITIONED_NV
  quad operations in all stages
Vulkan 1.4.312 - Forward+ - Using Device #0: NVIDIA - NVIDIA GeForce RTX 3090
Startup PSO cache (5.0 MiB)
Using "winink" pen tablet driver...
Creating VMA small objects pool for memory type index 1
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Shader 'BokehDofShaderRD' (group 0) SHA256: 8bb4f8e7e3395b59371cf25176134abb83e4facfeb4136735236662260f010c3
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Shader 'CopyToFbShaderRD' (group 0) SHA256: 58a420106dd3b4210468aee9ef7b151ac5d8dd99fc51bc70973e25f63cd1ef82
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Shader 'CubeToDpShaderRD' (group 0) SHA256: 387328f9f28b372ab2a0db1cab07ad6381702c02dd3a0b1e6c4da49b19aa8a3b
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Shader 'CubemapDownsamplerShaderRD' (group 0) SHA256: 5af8ee5e20b252811a7d6bac6a2fa177c31ef47915ee6b19bc61778b6df9fc56
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Shader 'CubemapFilterShaderRD' (group 0) SHA256: 99a5ebad972f71d6b04eb1ee261223818ea88ed7b574c71f5581fa5f801b0d8d
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Shader 'CubemapRoughnessShaderRD' (group 0) SHA256: a6aa1e93790775e337738cf7a6d9c52a16a55273118049762636dc18c20f2edf
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Shader 'SpecularMergeShaderRD' (group 0) SHA256: cdf3b5c5c91ffd578897d11dc1c0cdbb91fc8882ae6affc147307316663ef87b
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Shader 'ShadowFrustumShaderRD' (group 0) SHA256: f73ccb006015f9adf17ac3e6ffff6c2fdb751326c5deea777a3659b28de2de8a
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Shader 'MotionVectorsShaderRD' (group 0) SHA256: 89dfb521d59bd45551a56057fcd6cb3534480e32caa9d980e158d65cc57decbf
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Shader 'LuminanceReduceShaderRD' (group 0) SHA256: 9836ff35836964c566a78f870ebc413f9b9d3cf66d1e55c99de9ade7fb0ad76b
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Shader 'SmaaEdgeDetectionShaderRD' (group 0) SHA256: de4e0d3df2cb0f5a469dd8668e164e185914a7f76d2b5ff597ce51dd02a46f70
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Shader 'SmaaWeightCalculationShaderRD' (group 0) SHA256: 1b5e76718bd6850438cb75c15f0c98b4df3444c5b5868fd02304eb13cd0a38a8
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Shader 'SmaaBlendingShaderRD' (group 0) SHA256: defd678d36cc3bae078cb0a3fe8b330aec8a9cbfb769460c03447e4fd2ee7f21
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Shader 'TonemapShaderRD' (group 0) SHA256: f2567ae0d92aeb9fea3263bb116010636197b9afccb74d9f8c0b62989357c347
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Shader 'VrsShaderRD' (group 0) SHA256: 5066c5707978618dff23122aa394478c0e5001ca3f6f99e18c998301915b5efa
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Shader 'FsrUpscaleShaderRD' (group 0) SHA256: 093b071481c4d3f771f8a717b45680ddde2c225a760b6fd447c508d26e394d92
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Shader 'BlitShaderRD' (group 0) SHA256: d333c9a7bd88681a5e3b7e13ba80cb26ad50429268a68233e5aa569d8f7ba0a5
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WASAPI: Activated output_device using IAudioClient3 interface
WASAPI: wFormatTag = 65534
WASAPI: nChannels = 2
WASAPI: nSamplesPerSec = 48000
WASAPI: nAvgBytesPerSec = 384000
WASAPI: nBlockAlign = 8
WASAPI: wBitsPerSample = 32
WASAPI: cbSize = 22
WASAPI: mix_rate = 48000
WASAPI: fundamental_period_frames = 480
WASAPI: min_period_frames = 480
WASAPI: max_period_frames = 480
WASAPI: selected a period frame size of 480
WASAPI: detected 2 channels
WASAPI: audio buffer frames: 480 calculated latency: 10ms

TextServer: Primary interface set to: "ICU / HarfBuzz / Graphite (Built-in)".
.NET: Initializing module...
Found hostfxr: C:/Program Files/dotnet/host/fxr/9.0.6/hostfxr.dll
.NET: hostfxr initialized
.NET: GodotPlugins initialized
.NET: Failed to load project assembly
CORE API HASH: 3290524986
EDITOR API HASH: 4081182915
SceneTreeFTI: traversal method DEFAULT
Loading resource: C:/Users/danya/AppData/Roaming/Godot/editor_settings-4.5.tres
EditorSettings: Load OK!
EditorTheme: Generating new theme for the config '66886095'.
EditorTheme: Generating new icons.
EditorTheme: Generating new fonts.
EditorTheme: Generating new styles.
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Do you have the dotnet assemblies in the same folder as the editor exe? Based on the logs they appear to be missing.

Sorry, I am unfamiliar with .Net development - do you mean the GodotSharp folder with all the dlls? Yeah, that is in the same directory as the engine exe. Or does there need to be something else there?

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If that’s there, then I’m not sure what’s wrong sadly, but hopefully someone else will know.

Damn, silly me. I straight up missed the bit about adding “–precision=double” when running build_assemblies.py, so I had the exe for double precision, but the dlls for single precision. It works now.

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