Yep, I bought enterprise support for my studio for exactly this reason.
Great example: Apple updates Xcode to 14, which includes some undocumented change to Clang that ends up completely breaking Burst static initialization. Unity's fault? Nope. But they fixed it quickly. When Godot breaks, glfh, that's on you.
Is this something that happened or an example of something the could happen? I mainly target Apple’s platforms and while moves like this don’t leave me feeling confident about Unity, the acrimony and legal battles between Apple and Epic (and Epic’s level of support for development on Max, especially ARM Mac)leaves me feeling even less confident about switching to Unreal.
I think Epic’s doing a pretty reasonable job of distinguishing between Apple, and people that develop in its engine on Apple machines. The 5.0.2 release, for example, had loads of MacOS-specific bug fixes. There are compromises versus developing on Windows, of course - you lose hardware Lumen, for example. No native AS support either yet, but it runs okay through Rosetta depending on what you’re doing.
Great example: Apple updates Xcode to 14, which includes some undocumented change to Clang that ends up completely breaking Burst static initialization. Unity's fault? Nope. But they fixed it quickly. When Godot breaks, glfh, that's on you.