Just on this point about ecosystem, what specifically are people thinking of?
The asset store and the q&a things are generally full of cruft. There are a lot of tutorial videos etc, but you generally don't need 50 on the same thing (...and Godot seems to have a pleasantly surprising number of decent tutorials floating around - both "official" and community created).
The only thing left I can think of is that it is easier to recruit engineers for unity, but surely pro shops are not using unity (on the whole)?
It's the game engine equivalent of "why people use Maya if there's Blender who can do that stuff". There is a lot of middleware designed to work with Unity, there are many workflows defined on how to properly export models from 3D software to Unity preserving all the materials and special effects. There isn't as much for Godot yet. Yes, you can do it yourself, but most companies don't have time for that.
Answering "why use maya instead of blender?" is more challenging to answer than it used to be.
Replace maya with zbrush / houdini and it's easier to answer but gets harder every update. I say this with a decade of unity experience but I hope godot follows blender's trajectory!
For me it will always be the UI. No matter how much they say they have improved it, it is still my least favorite of all the 3D Programs I have ever used and I have used many 3D programs.
Godot is a great engine that will continue to grow and improve. Unity too is excellent, with many useful professional and tutorial assets. Unity's 3D offerings and tooling are more mature, even as an indie. Some of my favorite professional games made in Unity are: Dyson Sphere Program, Cities Skylines, Pillars of Eternity and Disco Elysium. These are all elite tier for their genres.
Regarding tooling, there's a lot of cruft sure, but that's just Sturgeon's law at play with Unity's size and age. Another aspect of Unity's reputation is it faces a fate similar to web development: it's a lot of people's first experience with programming.
The Godot experience is cleaner, more streamlined and constantly adding more great features. Godot is newer compare to Unreal and Unity so hasn't had time to accumulate cruft. But as long as developers aim for some amount of backwards compatibility, it will happen. That's not necessarily a bad thing.
I run a studio and as much as I want to consider Godot it’s off the table for exactly this reason (among a few others).
Games as a business are brutal, and not having a fast path to console releases is throwing potentially huge amounts of money away. Unity has its problems, but we had the first playable Switch and PS5 builds up and running in a matter of days.
Additionally, open source is great but it also means that for the most part everyone working on it is a volunteer. Partnering with Unity as an enterprise customer, I have a huge set of resources at my disposal to fix and address the 40000 things that can go wrong on 10 platforms and endless permutations of customer hardware. Godot just isn’t in the same league.
The asset store and the q&a things are generally full of cruft. There are a lot of tutorial videos etc, but you generally don't need 50 on the same thing (...and Godot seems to have a pleasantly surprising number of decent tutorials floating around - both "official" and community created).
The only thing left I can think of is that it is easier to recruit engineers for unity, but surely pro shops are not using unity (on the whole)?