The current solutions for developing in XR aren't enough.
WalkerDev here.
While building the XRUIOS I went shopping for an engine. Beyond Unity I tried Unreal, S&Box, Stride3D, Godot, Evergine and a handful of others. They all looked great at first — and every one of them fought me the moment I pushed on XR.
Unity had the license mess. Unreal had the performance handling. But the issue that actually mattered showed up nearly everywhere: world-space UI is built through a subviewport. The engine draws your interface flat onto a texture with the GPU, then pastes that texture onto a plane floating in the scene. That's fine for a normal game. For something like the XRUIOS, it doesn't work out. I also don't think it's the best way to handle UI in 3D (That would be Unity's Canvas System).
So I decided to make my own game engine. Sorta.