I switch between developing a pure simulation framework and working in Godot. The sim is 100% rust and then I have another crate which binds with Godot. There I can concentrate on updating the scene tree based on the simulation. Since only the simulation needs to be synchronized for multiplayer I expect this will work better long term.
I use these opensource bindings https://github.com/GodotNativeTools/godot-rust - Godot supports dynamically loading your game code in a DLL - Called "GDNative" - so you can use any compiled language.
For an old discussion of my Godot pros/cons see this post on Reddit. The community stepped forward and was very supportive, so I have decided to stay.
https://www.reddit.com/r/godot/comments/ch1xsx/i_might_switc...
I have also tried unity, I wrote a Rust chess AI against it for the "four kings one war" variant. My experience with Rust in Unity was more painful. For instance you need to restart the unity editor to reload the DLL. It crashes painfully often. Loading and switching targets can be very slow, etc.
https://www.reddit.com/r/rust/comments/c0e5yf/i_created_a_ru...
However, the Unity game itself works very well now and the rust story was very very good. Building on Mac after building on PC was trivial - it just worked. Setting up a new dev machine was just checkout, rustup, cargo test - it just worked.
Getting things to look nice in Godot is trivial. I really just set up basic lighting, ticked some boxes and imported some basic meshes from Blender. I'm only getting started and I think my screenshots look quite nice :D