Like Unity and Discord, has certainly helped - but they are also subject to the platforms' own policies. To quote The Verge, "There's no point in arguing whether Apple's guidelines include something, because Apple holds the ultimate power. The company can interpret the guidelines however it wants, enforce them when it wants, and change them at will." This is because Apple has control over distribution and revenue for all developers.
This control is good for Apple, but bad for the Metaverse economy. Apple shouldn’t get 30% of the proceeds from the transactions of virtual real estate or avatars created by developers who don’t use any of Apple’s standards, built on a virtual platform that runs on virtually every device in the world, and not integrated into any of Apple’s products — all because the end user panama mobile database has an iPhone (which they may have bought for Apple Photos, iMessage, or superior hardware). Apple also shouldn’t get to take 30% of the sales price in the cases where these assets are traded. Or 30% of the labor virtually provided or Kickstarter-like loans. And that certainly doesn’t work when operators of the Metaverse economy have to make payments to another virtual platform — the one that actually makes their business happen — and to the government.
This is why all major NFT platforms and blockchain-based worlds are browser-based, lacking console releases and mobile apps. However, these consoles and mobile platforms control their browsers and, as mentioned before, do not support common (and open) standards for complex rendering, rich user input, etc. As a result, developers are forced to choose between unrealistic fees or a mediocre experience. While users can find ways to fund or support creators outside of virtual platforms, just as people can pay instructors cash for FaceTime lessons or pay Roblox creators through Patreon, this does not scale to dozens of people, let alone millions.