I like how they pay attention to backward compatibility, particularly with "Reverse Z for the depth buffer" in the linked blog post[1]:
1. I'm sorry we broke your shader.
2. I trust you know how to fix your shader.
3. We promise not to break your shader again by changing the definition of clip space anytime soon.
Quite a few platforms to support, editor tooling, store for game developers, and first party support from platform holders, before it can actually surpass Unity.
Right. I'm sure none of those companies would ever deal with ads, targeting or user data in way shape or form. It was solely due to Unity's incredible engine and had nothing to do with their user base and ad network.
If people aren't using the engine to build games for them, they will soon start caring a lot less. It used to be the case that Unity was the default choice for an indie game. Nowadays, it's more like "I will use Unity because there is absolutely no other alternative I can bear", which is a fairly small percentage of the indie games starting development today.