Last year unity retroactively changed the license on assets from its asset store. Since then, you can no longer let freelancers or contractors use your assets while they do work for you, you end up having to buy them each a copy of everything in practice unless their work is really decoupled from the project.
It’s a real killer for indies who are trying to collaborate who have not formed a company yet. This seems to apply to items you purchased before they changed the terms. They even promised they freelancers could use your assets in support forums days before the change
I stopped using unity after that. They don’t act in good faith towards their users
Godot isn't quite as robust or mature as Unity yet, but it is open source and it has had the benefit of learning from Unity's mistakes when designing its own workflows.
I think most Unity developers find the switch incredibly easy because most of the principles and many of the idioms are the same (and Godot is also more intuitive and has better documentation imo).
Godot 4 looks like it should remove most of the last few pain points too.
I'd say Godot is the superior prototyping/game jam tool, the superior 2d game engine, superior for building UI, and you don't have to deal with any licensing bullshit. It's also like 300 mb as a base install compared to Unity's 7 gb clusterfuck of spandrels.
I'd say the only situation where I'd recommend Unity over Godot is if you already have a ton of Unity experience and want to build something quickly without learning new stuff, or if there is something critical in the asset store you can't find in Godot's (definitely less content and tutorials because of the smaller userbase)
It’s a real killer for indies who are trying to collaborate who have not formed a company yet. This seems to apply to items you purchased before they changed the terms. They even promised they freelancers could use your assets in support forums days before the change
I stopped using unity after that. They don’t act in good faith towards their users