If you need uniform UV size across multiple objects for tileable textures to be the same size, you can unwrap multiple objects at once. You can select multiple objects, go into edit mode, select all and unwrap. Note that each object is unwrapped taking its scale into consideration, so if you want the UVs to be uniform size on the surface in terms of world space, you have to apply scale( Ctrl + A -> Scale in object mode) to the objects.
If you then need different kinds of textures you can also use multiple UV maps for different textures:

You will have to choose which UV map to use for which texture in your shaders. Most software and 3d formats supports multiple UV maps.
If you want to control the scale of tileable textures with UVs only, you can also scale the UVs way bigger than the (0,0)-(1,1) UV space. Most software tiles the UV space by default, but you can usually control that from your shaders as well.
If you need more resolution for your textures, there is no magic way to solve the issue without using higher resolution textures or more textures. UDIM is an easy way to manage assigning multiple textures to the same object, but it is not necessary for you to be able to do that. You can have multiple UV maps and work with your shaders to use multiple textures for the same object, it's just more work and less convenient to set everything up. It's easy to do that with Blender nodes, but Blender's material nodes usually only work inside Blender and will not export to game engines correctly so how you would do that depends on the game engine you are using and how shaders work in it.