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想做遊戲但不知從哪開始,Unity能幫你什麼
你大概有過這種時刻:玩了某款遊戲之後,心裡冒出「這我也做得出來」的念頭,於是打開電腦想找一套能開發遊戲的軟體。結果搜尋到的東西不是太專業看不懂,就是下載下來不知道從哪裡開始,連要建一個角色、讓它動起來都找不到按鈕。你只是想先做一個簡單的小遊戲試試看,卻卡在第一步。
如果從程式語言開始學,光是理解變數、迴圈、物件導向就要花上好幾個月,還沒碰到遊戲畫面就先放棄了。就算找到現成的遊戲範例,也常常因為版本不對、缺少素材、不知道怎麼修改而卡住。這類遊戲開發工具的切入點,是把「寫程式」和「做遊戲」之間的距離縮短——用視覺化的編輯器排列場景、拖曳物件、設定參數,需要寫程式的部分再補上程式碼,同時提供大量現成素材和教學資源,讓你能夠從一個小原型開始,逐步做出完整的遊戲。
01Unity能做什麼類型的遊戲?
官方說明指出它同時支援2D和3D開發,包含AI尋路工具、UI系統、物理引擎(Box2D和NVIDIA PhysX)、動畫工具、後製特效等,可以製作各種類型的遊戲。官方也提到可以用於VR、AR、手機、桌機、網頁、電視等多種平台。具體想做什麼類型的遊戲,可以參考官方教學和Asset Store的資源。
02它支援哪些平台發布?
官方說明提到可以發布到25個以上平台,包括手機(iOS、Android)、桌機(Windows、Mac)、遊戲主機、電視、VR、AR和網頁。它的跨平台功能可以「build once and deploy to the largest range」,也就是一次建置就能發布到多個平台。但具體支援哪些平台,建議到官方網站確認最新清單。
03免費版有什麼限制?
官方說明提到「Unity 6 Personal - Free Plan」是免費版本,但資格是「Revenue or funding less than $200K in the last 12 months」,也就是過去12個月收入或資金少於20萬美元。超過這個門檻就需要付費方案。免費版包含核心開發平台功能,但可能缺少某些進階功能,建議到官方網站查看免費版與付費版的詳細比較。
04Asset Store是什麼?
sset Store是Unity的資源商店,官方說明提到裡面有「thousands of quality, ready-made assets」,包括資源、工具、擴充功能等,可以加速專案開發。你可以購買或下載免費的素材、外掛、教學資源等。它同時也是社群分享知識的地方,對初學者來說是很好的學習資源。
05Unity Hub是做什麼的?
官方說明提到Unity Hub是用來管理多個Unity Editor安裝、建立新專案、存取你的工作的工具。也就是說,你可以用Unity Hub來安裝不同版本的Unity、切換專案、管理編輯器。它算是Unity開發流程的入口,建議先安裝Unity Hub再開始使用。
06完全沒寫過程式的人適合用嗎?
官方說明提到「beginners, students and hobbyists」是目標使用者之一,而且有「tons of tutorials and ready-made assets」可以引導學習。但Unity本身是專業遊戲引擎,需要學習程式語言(C#)和遊戲開發概念。如果完全沒寫過程式,建議先從官方教學和簡單的2D專案開始,逐步學習。
07獨立開發者適合嗎?
官方說明提到「independent developers and studios」是主要使用者,而且免費版就是為了獨立開發者設計的(收入低於20萬美元)。官方也提到「democratizing ecosystem smashes the time and cost barriers」,意思是降低開發時間和成本門檻。如果你是自己一個人或小團隊開發,Unity的資源和社群應該能提供足夠支援。
08學生或業餘愛好者適合嗎?
官方說明提到「beginners, students and hobbyists」是目標使用者,而且有大量教學資源和免費版可以使用。學生可以用免費版學習遊戲開發,業餘愛好者也可以用它來做自己喜歡的專案。但要注意免費版的收入限制,如果未來你的遊戲開始賺錢且超過20萬美元,就需要升級付費方案。
09不會英文的人用這套軟體會很吃力嗎?
這套軟體的介面語系是英文,官方說明也是英文,所以不會英文的話確實會比較吃力。但Unity有龐大的中文社群和教學資源,網路上有許多中文教學影片和文章。建議可以先從中文教學開始學習,同時慢慢熟悉英文介面。如果完全無法接受英文介面,可能需要考慮其他有中文介面的遊戲引擎。
10我公司收入超過20萬美元,還能用免費版嗎?
根據官方說明,免費版的資格是「Revenue or funding less than $200K in the last 12 months」,也就是過去12個月收入或資金少於20萬美元。如果你的公司收入超過這個門檻,就不能使用免費版,需要購買付費方案。建議到Unity官方網站查看最新的授權方案和價格。
11我的電腦還是Windows 7,能用嗎?
官方支援系統包含Windows 7 64位元,所以如果你的電腦是Windows 7 64位元,應該可以安裝使用。但要注意,Windows 7已經停止支援,Unity後續版本可能不再支援Windows 7。建議確認你使用的Unity版本是否支援Windows 7,並考慮升級作業系統以獲得更好的相容性和安全性。
12我只想做簡單的2D小遊戲,用這套軟體會不會太複雜?
Unity支援2D開發,官方說明提到「The app supports both 2D and 3D development with features and functionality for your specific needs across genres」,所以2D遊戲是沒問題的。但Unity本身是專業引擎,功能很多,學習曲線可能比專門的2D遊戲工具(如GameMaker)陡峭。如果你只想做非常簡單的2D遊戲,可以先從Unity的2D教學開始,評估自己是否能接受它的複雜度。
下載與官方連結
UnitySetup-3.5.1.exe · 504 MB · 連結指向軟體原廠
版本紀錄
- 2026-10-31 Unity 6000.6.7
- 2026-10-16 Unity 6000.6.6
- 2026-10-02 Unity 6000.6.4
再看 5 筆
- 2026-09-25 Unity 6000.6.3
- 2026-09-22 Unity 6000.6.2
- 2026-09-18 Unity 6000.6.1
- 2026-09-03 Unity 6000.5.11
- 2026-08-26 Unity 6000.5.10
這一版改了什麼
What's new in this version:
Improvements
- PvrTexTool updated to version 2.10.83.9873. Textures with alpha can now be compressed in Best mode with PVRTC.
- iOS: Added support for "retina" iPad splash screens and icons.
Changes
- Android: Added support for AndroidJavaClass marshaling.
- Android: Removed excessive logging when using AndroidJavaObject et al.
- iOS: Added iOS 5.1 selected in Player Settings.
- iOS: Added iPhoneGeneration.iPad3Gen.
- The Unity version number is always printed to the log file.
Fixes
- Android: APK files created from Eclipse could sometimes not be read, causing the application to close immediately.
- Android: If the Java classpath did not include the current directory ('.') the APK signing step would fail.
- Audio: Fixed audio playback parameters being clamped incorrectly when too many audio sources are playing at the same time.
- Editor: Fixed hang when building very large amounts of asset bundles.
- Editor: Fixed static batching not working when loading level through Application.LoadLevel().
- Editor: When entering play mode hide the 'default' quality settings as they are stripped for build.
- Editor: Fixed out of memory crash while building when having many resources in resource folder.
- Editor: Fixed rare crash when importing material with bumpmap shader but bumpmap texture was not assigned.
- Editor: Fixed rare crash that could occur if user had changed gizmo icon on asset.
- Editor: Fixed crash that would happen if you tried to get the asset path of the material passed to AssetPostprocessor.OnAssingMaterialModel.
- Editor: Fixed bug where animation window would say an animation event has no receivers, when there are multiple MonoBehaviours.
- Editor: Fixed bug where building a scene asset bundle would give incorrect error messages.
- Editor: Fixed title of File saving dialog when building for NaCl (it incorrectly said "Unsupported Build Target").
- Editor: Fixed editor freezing while debugging in some situations.
- Editor: Fix for a situation where changing color in the gradient editor could change color of a previous edited colorfield. (OSX issue only)
- Editor: Fixed shutting down the editor process when opening another or new project from within the editor. (Windows issue only)
- Editor: Fixed crash when incorrect assembly is loaded in some rare scenarios.
- Graphics: Fixed static batching adding extra polygons(meshes) because of extra(unused) materials on input meshes.
- Graphics: Fixed projector culling so it only renders objects inside projector.
- Graphics: Fixed shader compilation for shaders that used a lighting function needing view direction (e.g. BlinnPhong) and passed the 'dualforward' surface directive parameter.
- Graphics: Removed warnings that can be safely ignored ("InsideCameraRender" and "VertexCompNone" warnings).
- Graphics: Fixed lens flare rendering when deferred lighting with an image effect (with the ImageEffectOpaque attribute) was used and there was transparent geometry in the scene.
- iOS: Fixed basic license splash screen issue when application is built with Xcode 4.3.x.
- iOS: Fixed problem when logging to console via System.Console.Write* or JS/Boo print() was throwing exception on iOS 5.1 non-development devices.
- Memory management: Reduced fragmentation in the heap allocators.
- Memory management: Fixed race condition in realloc.
- Mobile: Fixed random crashes with skinned meshes (Cloth in call stack). Re-enabled cloth simulation.
- Mobiles: Fixed skinning performance regression.
- Mobiles: Fixed performance regression with GuiTexture on Adreno devices.
- MonoDevelop: Fixed a case where opening a newly-added script from Unity wouldn't cause the script to get focus.
- Native Client: Fixed loading JPEG files as textures using WWW class.
- OS X and Windows: Fixed very rare crash in SSE mesh skinning code.
- OS X: Fixed standalone crash bug, where it would crash immediately on startup when the "Restore Windows" requester would appear after a previous crash.
- Profiler: Fixed an issue where the player might crash when 'Autoconnect Profiler' was selected.
- Substance: fixed colors being shuffled in the editor during the build process if "Fastest" quality mode is selected.
- Web Player: Prevent Internet Explorer from crashing when more than one tab is used.
- Web Player: Prevent Firefox from hanging on exit.
- Web Player: Fixed bug where editor built incorrect data for compressed meshes in the webplayer.
- Web Player: Make input more responsive for 2.x content.
- Web Player: Fixed crash when assetbundle download was canceled.
- Web Player: Fixed BeginScrollView missing method exception in 3.4 content.
- Windows: Fixed a crash when using SkinnedCloth and switching into fullscreen mode.
- Fixed issue where AssetBundle.Unload(false) caused lots of error messages to be printed when calling Resources.UnloadUnusesAssets () or loading a level.
- Fixed out of memory crash when loading a corrupted .prefab file.
- Fixed memory manager race condition.
- Realtime only lights only affect dynamic geometry. This is the same behaviour as 3.4. Once content is published with 3.5 the fixed renderloop is used.