im sure that godot ofcourse has some issues and that other engines are better but i will not stop or switch to a different engine for reasons that personally do not affect me in the slightest and furthermore my intelligence outcompetes that of others like spas, however, if you have no interest in using a different wheel then just don't bother. it's your fault for not adapting, with that being said, i'd love to adapt to new stuff, new engines, new programming languages, just as long as the benefits of that outweigh the current engine of which i am using
if a different engine exists or if a solution to most of godot's issues exists i would rather use that because we should always focus on improving and not complainfagging and "grr im jumping to unity grr" if anything you should stick with godot and hope that the main issues do get fixed. as someone who doesn't use 3d physics at all, i've never really noticed any issues, but i can garruntee that if i want to use physics in the future it would infact be more beneficial to use jolt rather than the built in godot physics despite the packing problem (game may have to be bundled with those files to work correctly via a zip and not a single exe, which is industry standard anyways to have multiple files that control aspects of a game such as the source engine)
one big aspect for me is the ease of use and learnability of which godot has the highest regard for, being able to learn the ins and the outs of the engine and it's programming language extremely easily. switching to C or C++ might be faster performance wise but it takes away usability and learnability and thus I see no point. with that being said though, if GDScript is as slow as people say, simply switching to C or C++ scripting would probably provide a larger performance gain, wouldn't it?
in my mind, if what you have already works, there is no point switching to something else, so if you like unity you should continue to use it, however I'm in a much different boat because I use Linux and Linux works extremely well enough that i don't want to switch to windows and godot is this lil 70 mb 1 click install extremely portable full feature game engine that can accomplish so much that it's not worth the time or the effort to make a unity or unreal account and install like 5 gb of shit just to get it working or something equally as stupid, or build my own game engine from the ground up etc.
naturally if you are in the same boat as me i recommend you use godot for
- low file size
- ease of use
- accessibility
- cross platform support for windows, mac, linux, even runs in a web browser
- amazing for 2d games
- beginner friendly
just to name a few reasons, of course.
but if you absolutely need accurate occlusion culling even though most likely you won't unless you're making something fucking huge, or great physics support then maybe roblox is your best bet or something, or unity. as for me, i don't care.