If they had, is there even a compelling product there? For me, the definitive analysis here is Dan Olson's[1] (though in the context of decentraland). Doing a metaverse in VR is contradictory to having users walk from place to place (because a huge chunk of your users will get motion sick). Having a metaverse where you have to walk from place to place is contradictory to metaverse as a productivity tool (because walking from place to place is a lot slower than clicking a button).
VR has some compelling standalone experiences, but the user is generally constrained to staying still or moving around a small, fixed area. Maybe a VR meeting is more compelling than Zoom, but is it worth the extra cost and effort of donning a VR headset?
Likewise a large open world where you can, potentially, do anything is compelling (see Minecraft), but is it a space where you would want to do something productive? In Minecraft the inefficiency of walking around and working with individual blocks is half the point - it's what makes it fun - but it's not an efficient way to build or design or shop or even consume "content" if you value your time.
So what's left? The metaverse itself as entertainment? Maybe. But it's not going to be the next iPhone. At best you're aiming for the ubiquity of World of Warcraft.