Switched from Unity to Godot when Godot 4 released because it felt like it was the closest chance we had for an open source takeover like Blender did for modeling/animating/rendering/you-name-it.
The Unity fuck-fest followed and it only gave me more reasons to continue to do so.
Seeing studios like Re-Logic and Megacrit switching and supporting Godot only made me so much more comfortable with my decision (I fucking love their games).
By supporting open source you bet on passionate people and the communities built around them, not the never-ending race for profits by a bunch of shit-stained corpo fucks with already more money than they'd need in a thousands lifetimes.
Unity is looking straight into the barrel of a gun. There's a bullet in the chamber.
And there's your name on it.
Started out learning Unity, then switched to Unreal because the graphics looked better. Took a full tutorial series on Unreal, then realised I don't know how to make 3D models, so I switched to Godot since it supported 2D. That was the same time I started to get into open source stuff as well, so that's probably why I went to Godot rather than Unity.
I played around with Unity years ago and didn't love the workflow. Moved on to Unreal and liked it but ended up not doing a lot with it. After the recent Unity fiasco I looked into engines again and saw a lot of people talking about Godot so figured I would see what it was about. I really like the whole project and the community surrounding it so I'll probably stick with it for a while. I still want to go back to UE at some point because the visuals are wonderful and I really like the blueprint system, but for now I'm focusing on actually building and completing some projects before I go back to a more complex engine.
I had a game idea that requires the use of various C++ libraries and is 2D, did some quick comparisons after some searching, and Godot seemed like a perfect fit. I just compile the libraries in with Godot, write a bunch of the internal logic directly into the engine and script it using GDScript, and it’s been great for my needs so far. The licensing is the cherry on top, but definitely had an influence in my decision making as well.
Did some Unity for fun, then for work (mostly VR kinda stuff, not coding). Got even more into FOSS a few years ago, started doing personal projects with open source software, slowly (secretly 😸) doing it for money work as well (mostly graphic design so it's not easy 🙄).
It was clear to me that Unity is going to the dogs when they incorporated malware and gutted the team that was doing an example game project internally years back, doing my first steps in Godot now.
Actually haven't checked but I don't think there are many setups for Fulldome/VR/AR in Godot?
I was making a game using the Haxe-based game engine HaxeFlixel, but kept running into roadblocks or having to make sacrifices I was uncomfortable making. So I decided to look at other game engines and see what was available. Unity and Unreal were just too unwieldy and unintuitive after following a few tutorials, so I looked at some open source engines. Godot seemed the most well-rounded and user friendly of the bunch, so I made the switch.