Hey guys, let's get straight to the point. I implemented pretty much the same project on both engines (see the screenshots). As far as I enjoyed working with Godot much more (it feels so fast and smooth) I am a bit sad that end result comes off better from Unity. I don't think it is Godot's fault, maybe it just needs some settings tweaking that I am not aware of. Therefore I am coming here for help.
No matter how I export the project from Unity (shadows ON, MSAA x8 etc.) it runs smooth on my setup (I have a weak ass laptop like 6 yrs old DELL INSPIRON 5559 if anyone cares to see the specs). Godot however runs smooth only if I export the game with MSAA turned off, shadows turned off etc. The projects are implemented (script-wise) in the very same way EXCEPT in Unity I do object pooling for all objects in game (platforms, coins, trees) and in Godot I don't (I just instanciate things randomly and then queue.free them when they are out of sight). Also both projects have VSYNC ON, I tried to turn it off, but for Godot project it only made things worse.
In Godot I also tried to enable multi-thread in project-settings but I did not notice any difference.
In Godot's debugger I get 2 getnode and getmeta related errors, but they don't ruin the game so I did not deal with them. Maybe these, could be the issue? (see screenshots attached)
If needed, I can provide scripts if anyone wants to dig into it. I think it is quite rare to have two same projects done in two engines.
Hope you are all well.
GodotvsUnity_screen
Errors