Ambient: Multiplayer-first game engine, powered by Rust, WebAssembly and WebGPU
ambient.run
ambient.run
Not much docs up yet on this topic and the demos are a little sparse.
For lobbies/matchmaking; yes we're planning to implement a service for that. Steamworks integration is a bit further down the line but would be nice one day too.
I believe Unity at one point (or may still) have some similar plug-and-play networking module to do something similar. For example, syncing arbitrary GameObjects between clients. (Maybe it's called "Unity Multiplayer"?)
To answer your specific question, nope - the server is always authoritative over state, so clients cannot adjust reality for other clients. That being said, there are other concerns that result from this model, so I'm going to transclude my answer from Reddit (https://www.reddit.com/r/rust/comments/118wlda/introducing_a...):
"By default, components are not networked to the client; you have to opt into this using a component attribute (https://ambientrun.github.io/Ambient/project.html#reference). That being said, many of the core components are networked by default - we're thinking about how to best balance convenience of development with security, and it's an ongoing discussion."
Happy to answer any questions about it.
But having something ready out of the box is a nice competitive advantage over something like Unity for example