Edit: It may be an interesting idea to build one for godot tho.
Shapes - https://acegikmo.com/shapes/docs/
Easy Save 3 - https://moodkie.com/easysave/
InControl - https://assetstore.unity.com/packages/tools/input-management... (but I've also heard Rewired is excellent.)
Unity would be far poorer for missing them.
There is an official Asset Library but only for free, MIT licensed assets. There's nothing stopping someone from creating a paid one, though.
Indeed. Most assets listed by OP (and are rightfully high quality) are essentially "patches" for unity's crappy engine.
When I asked for a good engine, ppl here would recommend Unity and Godot.
The difference seemed to be that Unity comes with everything out of the box and Godot, while free, would require you to "fight the engine" along the way to build a game.
In my experience, Unity felt free to play, pay to win. I felt that the engine was full of holes in stuff that I expect an engine to handle. It's not a small percentage of games that need controller support, or tilemaps, or proper sorting of sprites. Some of that eventually became officially supported by the engine but by that time I was more than happy with Godot.
I've seen people give 2 hour long talks about how they managed to force Unity to do pixel perfect rendering, while in Godot it's a couple of checkboxes.
So I guess it depends a lot on what you're trying to do. For some games Godot might not be the best choice and that's fine, you have to choose the right tool for each project.
unfortunately it doesn't seem like it's getting steady updates now unlike the last time I checked. But I imagine it's pretty mature at this point. There also seem to be ports in Metal/DX11 if you didn't want to be stuck in OpenGL.
Also, cool game screenshots and idea listed on your about (sorry, had to look for some reason - perhaps to switch my mind from unity's shit documentation, which I am reading at the moment).