1. It is widely used in the gaming industry, including by big names like Blizzard.
2. The tools are pretty fantastic. I was (am) a huge fan of Interface Builder, but the visual tools in Unity blow it away (at least for games). It can import from the 3d graphics programs (we used Cinema4D, and thats the least supported one I think), so if you are working with an artist it really is living the dream of importing their models/movies and scripting them.
3. I am a complete C# convert. Generics, lambdas, and GC, all at 60fps! The Unity framework is also very sensible to work with, and designed specifically with games in mind.
4. Apple has a bad track record with high level gaming tech. Sure, they are doing more now (SpriteKit, SceneKit), but ultimately the motivation is to get you stuck on iOS. That was maybe OK back when paid gaming was a viable revenue model, but today the only revenue models that really work are free to play. In that world you definitely want the option to be able to ship on Android (with its higher market share). And here's the kicker: Gaming is the one place where "native controls" are meaningless, so theres no "aesthetic" quality loss in not using "native" frameworks. The place Apple is actually impressively advancing gaming is with Metal, and Unity is on it getting it to compile to Metal instead of OpenGL ES. That's the beauty of tools like that, its in their interest to make you worry about the "art" while they worry about the tech.