okay so i've been sitting on this for a while and i think it's time to just say it: i think godot 4 has closed the gap with unity for most indie use cases, and in some areas it's actually better. before you come for me, let me explain.
i spent about three years doing hobby projects in unity, got pretty comfortable with it — used URP, wrote custom render features, dug into the animator controller stuff. then the runtime fee debacle hit and i jumped ship to godot 4 like a lot of people did. i expected a rough adjustment period. what i didn't expect was to feel more productive within like two months.
the scene/node architecture clicks for me in a way that unity's gameobject/component model never quite did. everything being a tree feels more honest about what's actually happening. and gdscript, for all the flak it gets for not being c#, is genuinely fast to write for prototyping. yeah you can use c# in godot too, but i rarely need to anymore.
where i think unity still wins: the asset store is unmatched, the animation rigging package is miles ahead of what godot offers, and if you're targeting console you're not really choosing godot right now. also the profiler in unity is honestly excellent.
but for a solo dev or small team making a 2d or 3d game without console targets? i'm not sure the case for unity is as strong as it used to be. godot's rendering has come a long way, the tilemap rework in 4.x is solid, and the editor feels lighter and less crash-prone in my experience.
i know a lot of people are still on unity because switching costs are real and muscle memory matters. totally fair. but i'm curious — if you were starting a new project from scratch today, would you still reach for unity? what would make you choose one over the other?