Both Unity and Unreal have built-in tools as well as a lot of alternative middleware to build user interfaces. A lot of these tools are simply much more powerful compared to what Godot has to offer. And yeah this is not about features since even using current Godot system you can implement almost anything, but with Godot it's will take 2-3x more time.
Like there are bunch of issues with Godot UI and input handling:
* It is impossible (is it?) to set 3-5 different pairs of fonts plus colors for a few groups of controls. It's so much harder than using CSS in webdev.
* It not obvious what and why eat or blocked input. There is no visual debugger for that, only ugly text field hidden in depths of editor.
* MarginContainer use theme overrides and it breaks WYSIWYG. And there few more things I dont recall that have similar issues.
* And if you use Theme files it's required to reload the engine in order to apply changes.
Keep in mind it apply to 3.4 only since I haven't worked with 4.0 enough yet. Hopefully at least some of these are fixed in 4.x.
PS: Also there is a chance that Godot is not at fault and it's just us not being able to figure it out or that we missed something in docs. Yet this is the problems we struggled with the most while building UI for our game.
I did find a third-party plugin that looks pretty high-quality, but it hasn't been ported to 4.0 yet
That said, there's pretty much nothing preventing from people writing their own functionality to achieve this and someone actually did: https://godotengine.org/asset-library/asset/1141
(note: for some, certain limitations might be dealbreakers, as described at the bottom of the description)
It's pretty cool to see people creating pieces of functionality like this, be it terrain functionality, or even the resolution scaling, which you can see a video of here: https://www.youtube.com/watch?v=AW0A-G5mMcw
I also recall there being a more static version that didn't seem to mess with your scene (as much?), but it wasn't really suitable for dynamic resolution changes at runtime back when I checked.
Now if Godot 3 could get a backport of dynamic LOD that would be great, but other than that Godot 4 is promising and it feels like the engine has a bright future ahead of it!
I just doubt that the asset/plugin situation will get anywhere close to as much of a flourishing ecosystem as Unity's, given that the financial incentives aren't quite there yet. Of course, having most of the current ones (even if a limited selection) be free is nice, though.
It was sparse on tutorial content from the community too, but that seems changed a lot too since then
I wonder what their heavily nested scene graphs do to performance but haven’t tested it