One last point to make for (ex-)Unity users: don't overlook GDScript! You're all so laser-focused on C# that you miss one of the best things about Godot!
In GDScript, there's no garbage collector to tiptoe around, the VM uses engine types natively without need of a translation layer, and there's syntactical sugar for common engine tasks like retrieving nodes by path, etc.
GDScript is of course slower than C# if you're benchmarking *just* script code on its own, but in my experience it's rare for pure scripting to be a bottleneck in a game. There was only one area in CB where scripting hurt performance, and for that we went straight to C++, not C#!