Don't be scared to try unity. Unity 6 was a major upgrade, more stable, can easily install and remove cleanly with package manager, really such an improvement it's too much to list.
They've done a lot of ridiculous sales this year, pretty much anything you wanted was 70% off and some stacked with an extra 10% off. So I bought 800 tools and assets.
There's a lot of resources on Github, some can be outdated, but unity 6 can automatically update some of the code, amplify shader editor can automatically update 90% of the shaders by opening them and re-saving. Then (with any of your code really), you can use Github copilot (even free version) and/or many llm's (like chatgpt or freely available using tools like ollama) to navigate updating the rest.
A lot of discussions and videos over the years, so you can find plenty of guides, and llm's have a lot of this data already.
But, if you're looking for an easy avenue to get a character with touch and pose physics, then that would be Unreal. It'll cost you in other ways though.
I'd say, developing in Unity has been pretty good, I've made several different styles of games and tools in vr. But a touchable and pose physics with full ik layered on animations has been the toughest (each of those in other combinations has been easy, but the full combo while keeping blendshapes, so dynamically rebuild mesh to reduce vram usage and update all of the above has been the trickiest).
You'll find no matter which one you use, there will be time commitment and getting familiar. Some things you'll understand to a limited degree, then later it'll make more sense. So don't get discouraged when you hit these walls. Your next attempt at the next thing you'll learn something different and you'll probably end up fixing, upgrading, or borrowing from your earlier attempts. This is normal. There a lot to learn.
Don't fall for the "for beginners" trap. It's an entire market. It's better to dive into the final tools you'll end up using the most into the future, which will be Unity or Unreal, maybe Godot. But right now, if you want to pivot ANY of your 2d/3d into PC/consoles/vr/mobile, then these are your only true choices. If you learn another tool, that time won't be a complete waste, you'll pickup the basics and know what to look for in the other, it's the gotchas and edge cases you'll have relearn and discover the hard way in the other tool.
I feel that unity popularity has been coming back, but also unreal community resources been growing rapidly. Godot has an opportunity, but lately it's losing community support and funding. But it'll be good practice to test drive it and keep an eye on it's development by actual use.