I was also hoping to try this out and start exploring the .NET 11 RC with Godot. I tried both in 4.7.2 and 4.8.0-dev.6. If I compile my project and try and debug with net10.0 targetFramework it works fine, but as soon as I switch to net11.0 I get a FileNotFoundException:
System.IO.FileNotFoundException: Could not load file or assembly ‘System.Runtime, Version=11.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a’. The system cannot find the file specified.File name: ‘System.Runtime, Version=11.0.0.0, Culture=neutral, PublicKeyToken=b03f5f7f11d50a3a’at System.ModuleHandle.ResolveType(QCallModule module, Int32 typeToken, IntPtr* typeInstArgs, Int32 typeInstCount, IntPtr* methodInstArgs, Int32 methodInstCount, ObjectHandleOnStack type)at System.ModuleHandle.ResolveTypeHandle(Int32 typeToken, RuntimeTypeHandle typeInstantiationContext, RuntimeTypeHandle methodInstantiationContext)at System.Reflection.RuntimeModule.ResolveType(Int32 metadataToken, Type genericTypeArguments, Type genericMethodArguments)at System.Reflection.CustomAttribute.FilterCustomAttributeRecord(MetadataToken caCtorToken, MetadataImport& scope, RuntimeModule decoratedModule, MetadataToken decoratedToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder1& derivedAttributes, RuntimeType& attributeType, IRuntimeMethodInfo& ctorWithParameters, Boolean& isVarArg) at System.Reflection.CustomAttribute.AddCustomAttributes(ListBuilder1& attributes, RuntimeModule decoratedModule, Int32 decoratedMetadataToken, RuntimeType attributeFilterType, Boolean mustBeInheritable, ListBuilder`1 derivedAttributes)at System.Reflection.CustomAttribute.GetCustomAttributes(RuntimeModule decoratedModule, Int32 decoratedMetadataToken, Int32 pcaCount, RuntimeType attributeFilterType)at Godot.Bridge.ScriptManagerBridge.LookupScriptsInAssembly(Assembly assembly) in /root/godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Bridge/ScriptManagerBridge.cs:line 319
at GodotPlugins.Main.LoadProjectAssembly(Char* nAssemblyPath, godot_string* outLoadedAssemblyPath) in /root/godot/modules/mono/glue/GodotSharp/GodotPlugins/Main.cs:line 154
I tried pinning the .NET version in global.json, but that didn’t help either. The project builds without issue, just fails at runtime.
I imagine this means that Godot needs to support .NET 11 in some form before this will work? Is this generally tracked by the Godot team or do we need to open a specific issue/proposal about it?