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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-4.1.0.exe · 657 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:
Features
- Profiler: Memory profiler makes it posible to view a snapshot of currently loaded game objects and assets, and shows the reason why an object is in memory. Memory usage of a player can also be viewed by connecting to the player from the editor.
- Substance: Procedural textures are now supported at runtime on iOS and Android (ARM v7a only, NEON needed for optimal performance).
- Mecanim: 2D Blend Nodes for Blend Trees. 2D Blend Nodes are like regular blend nodes except you can blend based on two float parameters instead of one. Supported 2D blend types are Simple Directional, Freeform Directional, and Freeform Cartesian.
- Graphics: Custom Material Editors! A shader can have CustomEditor keyword which points to an editor class that derives from MaterialEditor. This is useful for setting per material shader keywords from the UI.
- Graphics: Per-material shader keywords. You can now set shader keywords on a per material basis. This allows for less work maintaining shaders and turning on and off parts of a shader with keywords.
- iOS: full multi-screen support (AirPlay). Look for added Display class for an array of connected displays (only iOS is properly implemented now - all other platforms will have only one display in there).
- Mac OS X Standalone: added GameCenter support.
- Graphics: Rendering with shader replacement now supports lighting. If you render a camera with a replacement shader, the camera will pick the shader that corresponds to the current camera rendering path (forward / deferred / vertex lit).
- Graphics: Camera.SetTargetBuffers added, allowing you to set buffers to draw to from RenderTexture or from screen; or to share depth buffer between different cameras.
- Added Transform.hasChanged flag that can be used to check if the transform's position/rotation/scale has been altered since the last time hasChanged was set to 'false'.
- Audio: Added scripting API support for sample-precision stitching of audio clips and synchronized DSP effects (AudioSettings.dspTime, AudioSource.PlayScheduled, AudioSource.SetScheduledStartTime, AudioSource.SetScheduledEndTime)
- Editor: Console can now be filtered by Errors, Warnings, and Logs.
- Shadows: Hardware shadow map filtering on capable mobile platforms (EXT_shadow_samplers; most recent iOS devices, very few Android devices yet). Makes shadow edges look a bit nicer, at some performance cost (used only when Light has shadows set to "Soft").
- Mecanim: API for recording.
- Mecanim: Can now change AnimatorController at runtime.
Improvements
- Android: Added caching of shader binaries for faster load time, if available in the GLES driver (GL_OES_get_program_binary extension).
- Android: Propagation of native crashes (callstack etc.) to the Google Play Error Reporter. This include native plugins and script callstacks.
- Android: Added multiple render target support on NVIDIA (GL_NV_draw_buffers and GL_NV_fbo_color_attachments).
- Audio: Added AudioSource.ignoreListenerPause to enable playback of sounds in menus and editor extensions while AudioListener.pause=true
- Audio: It is now possible to query play position and Microphone read position from a different thread than the main thread. This can be used to lower the latency of processing microphone input, by adaptively regulating playback speed.
- Editor: Scene view can be set to render with shader replacement, SceneView.SetSceneViewShaderReplace.
- Editor: CustomEditors can now optionally apply for subclasses of the class they're editing. Use [CustomEditor(typeof(MyClass), true)] to also make a custom editor work for MyClass' children
- Editor: Confirmation for losing prefab connection now only comes up once when dragging multiple child objects out of a prefab.
- Editor: Display Unity version in Project Wizard dialog title.
- Editor: Files with the FNT extension will now be imported as TextAssets (before they were of unknown type).
- Editor: It's now possible to move MonoBehaviours from one game object to another via drag & drop.
- Graphics: Added depth parameter to GL.Clear, for cases when you want to clear depth buffer to non-1.0 value.
- Graphics: Added SystemInfo.maxTextureSize.
- Graphics: ARGBHalf, RGHalf, RHalf, R8 render texture formats supported on modern OpenGL & OpenGL ES 2.0 devices.
- Graphics: Improved handling of non-power-of-two texture sizes.
- Input: You can now control which layers get OnMouse* events via Camera.eventMask. Setting it to zero turns off the mouse events, improving performance.
- Installers: New icons and other artwork for OS X installers.
- iOS: "iPhoneBundleIdentifier not set up" demoted to warning.
- iOS: Device physical architecture is reported more accurately, though in lowercase (like 'armv7s').
- iOS: Info.plist now will be appended instead of overwriting it.
- iOS: Minor PhysX performance improvements.
- iOS: Total amount of physical memory is reported more accurately.
- Linux: Associate project icon with player window.
- Linux: Implement nographics batch mode.
- Linux: Statically link libstdc++ for greater compatibility with older installations.
- Mecanim: AssetBundles work with Mecanim.
- Mecanim: Ability to drag States and StateMachines into sub StateMachines.
- Mecanim: Mirror and Cycle offset available on States and BlendTree leafs (no need to duplicate animation for mirroring anymore).
- Mecanim: Allow multi-editing of Animator components.
- Mecanim: Context menu to delete States and StateMachines.
- Mecanim: Copy Paste of State/StateMachine also copies missing parameters.
- Mecanim: Transitions are only reorderable in the context of a State.
- Profiler: It is now possible to connect to a player by manually typing the IP of the device where the player is running - in case of multiple players on the same IP, it will connect to the player listening on the lowest port (which is randomly assigned).
- Resources.UnloadUnusedAssets() has been rewritten. It is around 4x faster than in Unity 4.0 and works much better in a game that streams levels in and out. The unloading is now using precise garbage collection (previously it was based on Mono's built-in GC, which is conservative). Fixes strange corner cases with the old system, where in the worst case it could reload prefabs from disk during unloading.
- Shaders: Added SubShader tag "ForceNoShadowCasting". When this tag is present, no shadows will be cast from this object, even if shader has a shadow caster pass somewhere.
- Shaders: Sampler precision support for mobile, you can use sampler2D_half, sampler2D_float, samplerCUBE_half, samplerCUBE_float types which will translate into mediump & highp samplers for GLES2.0.
- Shaders: Shaders will now use the shadow caster pass of the selected subshader if a shadow pass exists. If no shadow pass exists it will fallback to the default shadow pass.
- Substance: decrease the memory overhead of Substance instances created at runtime.
- Substance: If present, the more user friendly input "labels" are displayed in the Inspector instead of the input "names".
- Substance: Input groups and HSL adjustments are now presented as foldouts in the Inspector.
- Substance: Less code is embedded in the various Unity players.
- Substance: lower memory consumption when dealing with multi-graph Substances.
- Substance: New "Use caching" load behavior for Substances (textures are written to disk/flash after being generated and are reloaded from there at subsequent app/game launches).
- Substance: On mobile platforms "Compressed" Substance textures are now compressed at runtime to DXT or PVRTC if supported by the GPU.
- Substance: Procedural textures can now be read in the runtime API (ProceduralTexture.GetPixels32). Substances must be set to RAW and have the isReadable property set for GetPixels32 to work.
- Substance: Updated Substance engines for all platforms (faster rendering, better threading, lower memory consumption).
- Substance: XML presets can now be read from / applied to substances in the runtime API.
Changes
- Audio: AudioSource.Play(offset) is now considered deprecated. It will still work as before, but will output a warning. Instead, users are encouraged to use AudioSource.PlayDelayed(delay) which takes a delay parameter in seconds instead of a sample count in the arbitrarily chosen 44100 reference rate that was used previously.
- DestroyImmediate is no longer allowed to be called from within animation events.
- Editor: Removed buttons in Console window for Open Editor Log and Open Player Log (on OS X) and put them into the custom menu for the Console instead (accessed through the upper right corner of the window).
- iOS: Changed how VRAM amount is estimated and reported, now it is 1/4 of total physical memory.
- iOS: Keyboard handling extracted to trampoline.
- Mecanim: Avatar body and skeleton mask has been merged into AvatarMask to simplify the workflow. Any created object of type AvatarBodyMask or AvatarSkeletonMask should be converted to AvatarMask. Any AvatarSkeletonMask set into a layer mask would be lost, you need to manually re assign the mask.
- Mecanim: CycleOffset is set automatically to 0.5 for clips that are being mirrored in States/BlendTrees.
- Mecanim: In model importer animation tab for humanoid clip, the option Keep Additionnal bone has been removed since you can now choose wanted transform in the Avatar mask.
- Static batching no longer supports generating triangle strips.
- UnityEngine.dll and mscorlib.dll are no longer accepted as assets.
Fixes
- Android/iOS: Updated PrefetchSocketPolicy() to return true instead of throwing an exception.
- Android: Added local ref cleanup code to AndroidJNI to support more user based local refs per frame.
- Android: Added manifest flags to avoid multiple instances of the same application.
- Android: Added the ability to pass null arguments through the JNI bridge.
- Android: Added workaround for "Could not reserve enough space for object heap" error.
- Android: Added workaround for Tegra shader compiler bug when texture samplers are not reported.
- Android: Fixed "Unity Remote" accelerometer input.
- Android: Fixed a crash when returning to main Activity after downloading an OBB, when using development player.
- Android: Fixed an issue where async updates of the TouchScreenKeyboard.text property would void any input from the keyboard.
- Android: Fixed an issue where huge switch case statements could crash/yield the wrong result.
- Android: Fixed an issue where the application would consume a significant amount of cpu even though the application was paused.
- Android: Fixed an issue where the wrong activity might get launched by the editor.
- Android: Fixed an issue where webcam textures would take over the entire screen on JB devices.
- Android: Fixed an issue with missing features/permissions in the AndroidManifest.
- Android: Fixed cpu detection, some devices reported more cores than was actually present.
- Android: Fixed error message when current build is aborted by the user.
- Android: Fixed issue on Adreno with skinning on gles11.
- Android: Fixed loading data on devices where /data/app is symlink'd.
- Android: Fixed problem with status bar being hidden even though 'Status Bar Hidden' was unchecked.
- Android: Fixed Touch.fingerId discrepancy before and after an application has been paused/resumed.
- Android: Fullscreen video now respects lights-out mode.
- Android: Made sure correct screen resolution is set before Awake is called on scripts.
- Android: Touches outside TouchScreenKeyboard no longer result in a cancelation event.
- Android: TouchScreenKeyboard.text is now set to initial value on cancel.
- Audio: Fixed deadlock in IT playback code.
- Audio: Replacing the AudioClip on an AudioSource no longer affects playback speed if the clips have different sampling rates.
- Audio: Sounds started by PlayOneShot are no longer stopped by Play.
- Documentation: Fixed documentation of MonoBehavior stating Awake() is not called for disabled behaviours.
- DX11: Fixed render-to-cubemap (including point light shadows) on DX10.0 level GPUs.
- Editor: Project Browser.
- Fixed so valid drag and drops in second column removes the drag label (OSX issue only).
- Center preview when framing. This also makes it a better experience when changing preview size, since the selected item does not jump vertically.
- Editor: Asset name are no longer allowed to be empty.
- Editor: Ensure selection is framed in Object Picker when showing.
- Editor: Fix a regression when GUI could be rendered in the wrong spot in deferred mode.
- Editor: Fix file names for web players, if they project name contains a period ('.') character.
- Editor: Fix that Object Picker showed script assets for MonoBehavior references.
- Editor: Fixed all known issues with the results of "Generate Lightmap UVs" being different on Windows vs. Mac.
- Editor: Fixed crash when loading fonts from asset bundles in editor.
- Editor: Fixed scene view "Rendering Paths" visualization mode (got broken in 4.0).
- Editor: Fixed text mode serialization of ProjectSettings
- Editor: Fixed using asset folders with only 16-bit Unicode characters in their file names on Mac OS X.
- Editor: Hitting Enter on an empty "open project" window will no longer crash the editor.
- Editor: Immediate mode GUI windows closed during the Layout event will no longer crash the editor on Windows.
- Editor: Import package window will now open to the last directory instead of the projects root.
- Editor: Scripts will now receive an Update after they get recompiled and re-enabled.
- Editor: Scripts will now receive Update events as the Game window is being resized.
- Editor: The build player window will now default back to the active build target.
- Fix crash when using an invalid Mesh on a SkinnedMeshRenderer
- Fix mesh compression of skinned mesh bone weights.
- Fixed "Out of memory" error when importing empty movie file.
- Fixed bug in the Cache Server where it runs out of memory when uploading a lot of files to it and the disk speed is very slow.
- Fixed crash during asset creation for scenes that do UnloadUnusedAssets() from within editor scripts.
- Fixed crash when calling Mesh.GetTriangleStrip() on an empty submesh.
- Fixed division-by-zero in keyframe reduction for empty clips.
- Fixed division-by-zero in Quaternion.RotateTowards() when angle between quaternions is zero.
- Fixed outputs from previous asset import not being cleared upon failed import.
- Fixed TextureImporter Inspector to save settings correctly when disabling the platform overrides.
- Graphics: Fix issue when calling Camera.Render () from an image effect. Validation now takes place to ensure that the camera you are calling Render on is not the currently rendering camera.
- Graphics: Fixed error messages with a skewed camera matrix (also coming to 4.0.1 soon).
- Graphics: Fixed multiple point light shadows not quite working in forward rendering.
- Graphics: Fixed rare crash with richly formatted text rendering.
- Graphics: Fixed shadow casting of Line & Trail Renderers.
- Graphics: Respect Hard Shadows Only quality setting in Deferred rendering.
- iOS: Fix WWW class to handle all 2xx HTTP status codes as successful.
- iOS: Fixed an issue with native plugin inclusion when file name contains '~' symbol.
- iOS: Fixed Camera.SetTargetBuffers issue on dx (it was considered to be rendering on screen always).
- iOS: Fixed log output to device console when Xcode is not attached and device is running iOS 6.0 or later.
- iOS: Fixed rare crash when acceleration events were delivered simultaneously from concurrent threads.
- iOS: Fixed view stretching after device unlocking.
- iOS: Main display rendering resolution can be changed correctly through both new and old API (fix for known issue).
- License: Fixed issue with license expired errors on trials which were not yet expired.
- Mac OS X Standalone: Fixed fullscreen mode bugs on OS X 10.6
- Mecanim: Fix root motion when you have a CharacterController disabled, now the Animator should correctly apply the root motion to your GO when the CharacterController is disabled.
- Mecanim: Fixed @ conventions for Humanoid animations.
- Mecanim: Fixed character orientation not being correct on some assets.
- Mecanim: Fixed crash when BlendTree child node as a 0 speed.
- Mecanim: Fixed crash when deleting certain Sub StateMachine.
- Mecanim: Fixed crash when editing a playing animation in DCC while game is playing.
- Mecanim: Fixed deletion of multiple Transitions.
- Mecanim: Fixed DeltaPosition/Rotation with generic animation.
- Mecanim: Fixed Generic animation loosing root motion on additionnal masked layer.
- Mecanim: Fixed mouth of character opening during Mirror.
- Mecanim: Fixed revert button not working in Avatar setup tool.
- Mecanim: Fixed spinning wrist on some retargeted animation.
- Mecanim: Fixed State timing being wrong when editing Animation Start/Stop time.
- Mecanim: Fixed undo of Parameter deletion.
- Mecanim: Fixed warning when using ApplyRootMotion with Kinematic RigidBodies.
- Mecanim: Generic Avatars do not show Configure button.
- NavMesh: Fixed issue where agents isPathStale flag was not set correctly when changing walkableMask or navmesh layer cost.
- NavMesh: Fixed issue where OffMeshLinks would sometimes wrongly generate two-way instead of one-way links.
- NavMesh: Fixed issue where setting an invalid path on agent would return true.
- Physics: Fix CharacterController.bounds.
- Shaders: Fixed various issues in HLSL->GLSL shader translator; most notably nested loops now work properly.
- Shuriken: Fixed a memory leak (also coming to 4.0.1 soon).
- Shuriken: Fixed angular velocity setting range being clamped to 0..1.
- Shuriken: Fixed crash on a particle system without a particle renderer.
- Shuriken: Fixed wrong Shape in presence of parenting with scale (also coming to 4.0.1 soon).
- Substance: Baking substances textures on X360 is fixed.
- Substance: Fixed "Export Bitmaps".
- Substance: isLoadTimeGenerated can be set again.
- Substance: When baking compressed textures for iOS, only square PVRTC textures are baked.
- Substance: when updating projects from older versions, substances should now have all their parameters displayed in the inspector.
- Terrain: Fixed too dark unlit side in tree creator billboard shaders.
- Time.deltaTime is now correctly set to 0 when starting up with Time.timeScale=0.
- Web Player: Fix using WWW class in use cases where yield is never called on the WWW instance.
- Web Player: Web player channels can now be used to downgrade a channel if a newer version then intended had been downloaded
- Webplayer: Maximum bound socket count is now 50, addresses security issue.
- Windows: Fix crash when hitting "Quit" in standalone player configuration dialog.
- Windows: Fixed rare crash of standalone players when exiting back to desktop.
- Xbox360: Fixed crash when calling Application.Quit in scenes containing XMA encoded AudioClips.