Godot has potential as a game engine, but its binding layer between engine code and gameplay code is structurally built to be slow. Unity, on the other hand, has spent years improving scripting performance. This article explores the design and engineering of Godots API compared to Unitys. It also delves into the implementation of a raycast in Godot and Unity to provide a better understanding of how they work. Please note that this article contains criticisms of Godots design and engineering, but it is not intended to offend or be rude to any individuals involved in its development.