Quick answer: Install the required .NET SDK, build the C# solution before exporting, and export with the .NET template so the assemblies and runtime are packed.
Your Godot C# game runs in the editor but the export crashes immediately because the managed assemblies are not present. Publishing them with the export fixes it.
How to fix it
1. Install the matching .NET SDK
Install the .NET SDK version Godot's .NET build requires and confirm dotnet --version works, since the export shells out to dotnet publish and fails silently without it.
2. Build before exporting
Build the C# solution in the editor (and resolve any compile errors) so the assemblies exist, then export. Exporting over a project that failed to build produces a runtime without your game's DLLs.
3. Use the .NET export template
Export with the Mono/.NET export templates matching your Godot version so the runtime and managed DLLs are packed next to the executable instead of being left out.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
Reproduce it once with full context and the fix writes itself. The hunt is the expensive part.