這是歷史版本頁面 — 看 Unity 最新版本
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-3.5.2.exe · 509 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
- iOS: Added UnityGetGLView function to AppController.mm that returns the view that unity uses
- iOS: Splash now uses "retina" images if running on "retina" device
- Flash: Introduced System.Attribute base type so custom attributes can at least compile cleanly.
- Flash: It's now possible to invoke constructors that declare byref parameters.
- Flash: Slightly faster Stage3D path and faster path implemented for 11.1 and 11.2 specific deploys.
- Flash: Point filtering now works.
- Flash: System.Bitconverter now works.
- Flash: Dictionary.ContainsValue now works.
- Flash: Smaller memory footprint in some cases
- Flash: Speedup in SWFPostProcessing
- Flash: performance optimizations on generated bytecode.
- Flash: Byte[] now has a Flash native bytearray as a backing store (.elements).
- Flash: Shallow implementation of System.Text.Encoding for ascii and utf
- Flash: Implementations of System.Random, System.IO.MemoryStream, DateTime.Today
- Flash: System.Exception.StackTrace property.
- Flash: more conversion errors include related source location now.
Changes
- Added Resources.UnloadAsset(Object asset) function. This is useful for unloading large individual assets if you know they are no longer used and you don't want to call Resources.UnloadUnusedAssets().
- Editor: Introduced [Callbacks.PostProcessBuild] script attribute. It will execute the attributed method after the player has been built.
- Editor: Introduced [Callbacks.PostProcessScene] script attribute. It will execute the attributed method when the current scene has been processed.
- Flash: Has build targets for different FlashPlayer version 11.0, 11.1 and 11.2. No Flash Player version specific implementations exposed yet, but setting 11.2 means using a faster code path; better performance.
- Flash: www.GetAudioClip() now works, only for non streaming mp3's.
- Flash: WWW support
- Flash: WWWForm Support
- Flash: Assetbundle support
Fixes
- Android: Possible fix for random crashes in OpenGL ES driver on Galaxy Nexus ICS.
- Android: Touch problems related to ICS upgrades on some devices have been fixed.
- Android: Caching.CleanCache() was always returning false (without cleaning the cache).
- Android: Fixed Webcam texture initialization problem on ICS device.
- Editor: Catch more corner cases when detecting Visual Studio installations.
- Editor: Fixed out-of-memory crash when showing AudioClip's inspector while in play mode.
- Editor: PvrTexTool updated to version 2.10.87.498.
- Editor: Fixed crash when using SendMessage, a non-null argument is passed to a parameterless receiver.
- Editor: Fixed used textures stats to display in statistics view
- Fixed memory leak when the profiler is attached.
- Fixed WebPlayer crash when downloading an AssetBundle.
- Fixed a bug in mouse delta handling for non HID enabled mice.
- Fixed an out of memory crash on audio preview.
- Fixed race condition while hashing assets for the cache server.
- Fixed crash in Resources.Load if the resource being loaded referenced a non existing asset.
- Fixed out of memory crash when building a player with a lot of assets cross references between scenes.
- Fixed bug where SkinnedMeshRenderers marked as Occluders would result in bad occlusion. SkinnedMeshes can only be marked as Occludees now and the bounding volume of the skinned mesh is used during PVS Calculation.
- Fixed crash when reloading scripts after launching Unity with a compile error.
- Flash: Fixed integer division semantics.
- Flash: Fixed memory leak in native methods returning structs.
- Flash: Fixed crash on constructors passing fields as byref arguments.
- Flash: Fixed RuntimeServices_ToBool_Object being invoked, but not implemented.
- Flash: Fixed endianness error on byte[].
- Flash: Fixed crashes on monobehaviour deserialization on asset bundles.
- Flash: Fixed particle system not being scriptable again.
- Flash: Fixed www.error being set to seemingly random strings, even if there was no eror.
- Flash: Fixed crashing on fatal errors on errors thrown in coroutines.
- Flash: Fixed fatal errors on www.texture access.
- Flash: Fixed flash preloader bar on black background.
- Flash: Fixed bug where array.CopyTo() fails if the destinationsize is larger than sourcesize.
- Flash: Fixed fields of type List crashing on Instantiate().
- Flash: Fixed serialization of List.
- Flash: Fixed multiple issues with SwfPostprocessor resulting in issues with swf not getting verified or causing stack under - or overflows.
- Flash: Many small actionscript conversion issues fixed.
- Flash: GuiTexture is rendering correctly again.
- Flash: Particles are rendering correctly again.
- Flash: Texture2D setPixels with larger textures doesn't crash anymore.
- Flash: UnityContent .setSize(width,height), working correctly.
- Flash: useGuiLayout works.
- Flash: No more crashes on gui.window.
- Flash: No more crashes on physics/charactercontroller collisions.
- Flash: Physics, fixed issues with objects shooting into space or being sticky.
- Flash: Array of Structs aren't being (incorrectly) serialized anymore.
- Flash: ParticleSystem now script accessible.
- Flash: Serialization of non-public monobehaviour now works.
- Flash: Issues with coroutines throwing FlashPlayer verify and stack size errors fixed.
- Flash: EncodeToPNG now works.
- Flash: Support for c# packing of array data in types.
- Flash: Correct handling of numeric casts of infix expressions (ex: (int)(f * g)).
- Flash: Fix serialization of List
- Flash: Fix SwfPostprocessor; cases where player was throwing fatal error indicating that files are not available / verifier error on constants.
- Flash: Fix SwfPostprocessor; fix max stack size calculation
- Flash: Fix WWW.GetAudioClip() usage in StartCoroutine crash.
- Graphics: Fixed vertex colors being swapped in CombineMeshes
- Graphics: Fixed projector errors with zero near plane
- iOS: Fixed dynamic geometry performance regression in 3.5/3.5.1.
- iOS: Fixed splash rotation, causing it to skew.
- iOS: setting Application.targetFrameRate <= 0, will force 60 fps (as on other platforms).
- iOS: Fixed GL.InvalidateState causing INVALID_FRAMEBUFFER_OPERATION_EXT.
- iOS: Fixed while line in splash screen on iPhones.
- iOS: Fixed splash rotation, causing it to skew.
- Legacy particles: ParticleRenderer and TrailRenderer will not leak memory if Time.timeScale is 0.
- Mobile: Fixed SkinnedMeshRenderer crashes.
- Navmesh: NavMeshAgent velocity will not become invalid when Time.timeScale is 0.
- Navmesh: NavMeshAgent fixed occasional invalid position/velocity when destination and position are set to the same vector.
- OS X: Fixed erratic mouse behavior with Microsoft mouse
- Windows Player: Fixed occasional hang in multithreaded renderer when going in and out of fullscreen mode.