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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-3.5.3.exe · 511 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
- Audio: Fixed audio distortion when using gapless MP3 encoding.
- Cache Server: Fixed connection issues.
- Development players will now show file names and line numbers in stack traces again.
- Graphics: Added Optimize Mesh Data option to Player Settings. Turning it on will remove unused mesh components (e.g. will remove all tangent vectors if none of your shaders use normal mapping). Use this both for game size and runtime performance.
- Graphics: Added Camera.transparencySortMode to control how transparent objects are sorted. If you use a perspective camera for a 2D game, you can have proper object sorting now!
- Graphics: Mesh.Clear now will keep the existing vertex layout; this is more efficient if you are recreating meshes at runtime. If you want to completely clear the mesh, including vertex format layout, use mesh.Clear(false).
- iOS: now automatic inclusion of native plugins will also respect "Symlink Unity libraries" flag. Turn this flag off when making archive builds.
- Native Client: Fixed crashes in script code in 64-bit NaCl (64-bit Windows or Linux).
- Profiler: Reduced memory footprint of profiler when viewing large frames (deep profile)
- Web Player: Make browser more responsive to user input on Windows.
Known Issues
- Android: Auto-rotation doesn't work on Kindle when 32bit Display Buffer is selected. Please force orientation in PlayerSettings.
Fixes
- Unity for Native Client has been updated to a new version of the NaCl SDK, which fixes some problems. Shipping NaCl games need to be rebuilt with Unity 3.5.3, as they will no longer work in future versions of Google Chrome otherwise!
- Android: JDK 7 installations are now automatically detected on windows.
- Android: Reading player preferences using the wrong value type now return the default value.
- Android: Fixed a rare race-condition when quitting the application.
- Android: Added support for gdbserver being packaged inside the application.
- Android: Use of spaces in keystore alias/password is now allowed.
- Android: Added better failure message when the wrong key password is provided.
- Android: Force SHA1 digest algorithm when signing the application, to make sure it's accepted by Google Play Store.
- Android: Force RSA key algorithm when creating keys, as suggested by Google.
- Android: Workaround for the bug with Kindle's compositor where it incorrectly uses the alpha values from the Display Buffer.
- Android: Added warning for shaders which compilation might cause crash on sgs2 updated to ics.
- Android: Fixed returning from pause on Eclair devices -Android: fixed perf regression with batching/dynamic geometry on PowerVR GPUs.
- Cache Server: Fixed problem where native assets (prefabs, materials, etc) would not refresh in the Editor when updated on disk and cache server is active.
- Editor: Rotation doesn't create leftover animation curves anymore
- Editor: Fixed "Deprecated EditorExtensionImpl" assets show up in projects converted from Unity 3.4
- Editor: Fixed crash when selecting multiple ScriptableAssets of different types.
- Editor: Fixed up serialized property error that causes a null ref when an array is the last element being drawn.
- Editor: Fixed up asset labels so that they get saved to meta data and displayed in the inspector properly.
- Editor: Correctly clear drag and drop buffer so that old data does not stay around causing issues.
- Editor: Fixed wrong gizmo rendering on Windows with extremely high quad counts (e.g. drawing 10000 shaded cube gizmos).
- Editor: Fixed crash on Windows when you have assets with names like "Tree A" and "TreeA" in the same folder ("revenge of MS-DOS short names!").
- Graphics: Fixed static batching when there are source meshes without UV channels.
- Graphics: Fixed CombineMeshes() outputting wrong vertex count. This fixes a bug with combined meshes not drawing on some graphics cards.
- Graphics: Properly validate array size when setting Mesh.vertices from script.
- Input: Correctly detect controller after it has been reconnected on Windows.
- Input: Ignore obsolete DirectInput registry settings.
- iOS: Fixed automatic .a plugin inclusion into Xcode project.
- iOS: Fixed all the issues with splash orientation.
- iOS: fixed issue with native UI on top of unity view with non-animated rotation.
- iOS: Fixed linking with xcode4.5 dev preview
- Mobile: Added additional logging when initializing the profiler (over Wi-Fi or USB), to aid debugging when device is not seen by the editor.
- Mobile: Fixed fixed function shader generation in case of more then one TexGen CubeReflect samplers.
- NavMesh: Optimize navmesh bake memory-usage. Instead of crashing, returns error when out of memory.
- NavMesh: Setting agent destination does not break stopping distance behavior.
- NavMesh: Agent respects explicitly set rotation of transform when updateRotation is set.
- Networking: Fixed problem with connecting to a password protected server using a GUID.
- Shaders: Fixed surface shader decal:blend mode when normal mapping or specular was used.
- Shaders: Various fixes to mobile shader translator (HLSL -> GLSL compiler).
- Shaders: Fixed incorrect fog on some shader model 3.0 shaders on Windows.