I mostly have respect for it, though it's not very good for newbie devs who are just trying to make a player jump. Perhaps they've gotten better in the teaching department, but I learned most of my stuff from when they offered a really expensive set of courses for free due to Covid. Honestly, it did not have to be so expensive, everything in there seemed like more basic aspects- no inventory systems or anything, just basics with physics, game designing, and game mathematics. I learned as much stuff in as I felt I needed to get started, then left before it got expensive again. Awful? Maybe, but otherwise I would've still been struggling and given no help- if it wasn't for the academy. Heck, that was a lifesaver, until Unity had some major problems. Now I wish I spent my years studying elsewhere.
I'm hoping the switch from Unity to Godot is smooth, as I have hit a few speed bumps. I'm still looking at very basic stuff and working on fully mastering them, but in Unity, I was already researching inventory systems, XP and skill systems, advanced enemy AI... I've lost a lot by making the switch, but hopefully it's for the better.
It's sort of why I stress about open world concepts- a lot of my game worlds would've been considered as such, s it was so easy! Unity just automatically set it up for the user. It deactivated things that were not within a given range.