Your logic isn’t equivalent: in your Ruby example you precalulate the speed for each axis and only add the value to x and y each frame. In the Unity example you do the inefficient “Speed * new Vector3(1,1,0) * Time.DeltaTime” every frame. If you moved that calculation to the start and then add in fixed update they would be equivalent logic”. That is probably the difference you notice.
Sorry, but if an engine developer says that Unity is just a bad engine and your engine is faster, you are just harming yourself and your work, since this is silly.
Unity employed Mike Acton a few years ago, who is now lading their transformation to a data oriented backend. They are switching everything out for a pretty well thought out Entity-Component-System (not the old Component stuff you had in unity, but a way of saving your game data in arrays of the same type for performance, instead of as objects with data that should not be together in memory). I have not kept up in the last year, but already a year ago this was showing many promising results, being able to simulate enormous amounts of agents in games: https://www.youtube.com/watch?v=L9_7QYaeNjc
Unreal and Godot have their good sides (Unreal being great for non-coders and/or if you want to an FPS, Godot being able to bind to many languages in the backend and being open source). But none of them is doing the same huge transformations in the backend as unity.
I don't believe that either. Unity works just fine for Cuphead, which is a pretty graphically intense game. Plenty of other graphical complicated 2d games too.
I think you're moving the goalposts. Of course Unity can work "just fine" for things like Cuphead. However, DragonRuby is an mRuby wrapper around SDL by the guy who wrote SDL vs. a 3D engine that was reworked into a 2D engine?
Surely Unity has more overhead and DragonRuby can make more optimizations.
From an apples to apples standpoint. What you're seeing in the video is DragonRuby Entities vs Unity GameObjects (with full functionality).
They look like particles yes, but the intent was to show the creation of fully featured constructs (not a demonstration of "fire and forget" particles).
So this YT video of 3:47 is going to prove that Ruby is faster and better than Unity? This is like comparing BASIC and C, but making sure BASIC is on a quad-core, and C on a 386 to make the point work.
Unitiy's main strengths are it's asset store and ability to export to consoles/phones, also most people like C#. It also had strong momentum of tutorials and community but that is diminishing now as most are so outdated now and for older versions that they are no longer relevant. Unreal is getting easier everyday and they are getting more assets and more community together so it's eating them from the high end while Godot is eating them from the low end. Since DragonRuby is good at exporting to consoles and most Ruby users like Ruby so it's arguable that they could be better in a lot of ways.