What don't you dig? I've been loving unity. So quick and easy to get stuff up and running. Only negative for me so far is render textures being pro only.
Well, I really dislike the fact that Unity does not follow any of the C# naming/formatting conventions and that it seemingly is full of static classes (Input, GameObject, Component, Time etc.), though I'm not sure if those are necessaraly *that bad*. I also don't understand how the scripts' Start/Update/Awake etc methods work. I mean, according to the Unity's reference, those area all methods that are defined in MonoBehaviour, but I have to "create a new method" in my scripts because they aren't virtual (I mean, I can't override them and they aren't even visible to me in my own scripts).
That doesn't seem to make any sense and I can't understand how the Unity can even internally call those Start/Update/whatever methods, since they are not "guaranteed" to exist since, if I don't explicitly implement them, they shouldn't even exist.
I'm not sure if any of that made any sense
But anyways, these are not exaclty "huge" flaws or anything, but I'm a bit of an perfectionist when it comes to the aesthetics of the code I write/read.
But anyways, that being said, I already did a small test-scene where I had bump-mapped plane, couple of cubes, shadows and a moving point light. Took me like 5min even though I had no idea what I was doing. Doing the same thing with XNA would've taken me like 1 month