I would say that. Godot is a way way better tool.
There, I've falsified your claim.
But more seriously, it's a faster dev experience, it's more ergonomic, it's not cluttered with half baked "new" ways of doing things that don't do everything the old ways do. There's no reason to pick up Unity unless you are being paid to, IMO.
> Unity's advantage over Godot is it's 3D renderer, built in physX, il2cpp backend for C#, profiler, general runtime performance and console support.
And correct me if I'm wrong, but Godot doesn't have hot code reloading where you don't have to restart your game.
Hot reloading is supported.
Console support is some work. Possible, but work.
The 3d renderer is okay, but I'm hesitant to call it good. It's not as good as Unity nor Unreal, imo.
The internal profiler really sucks.
Everything is possible if "some work". Porting to PlayStation 5 is probably a lot of work.
I'm a Godot fan boy, but we gotta be honest about its flaws.
If your targeting 3D on console, definitely go with Unity or Unreal imo.