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想做遊戲但不知從哪開始,Unity能幫你什麼

Unity 軟體圖示 Unity 4.5.5 資料更新 2014-10-13 閱讀約 7 分鐘

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。

Unity 操作介面
Unity 的操作介面

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。

Unity 介面畫面 2
Unity 介面畫面

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。

Unity 介面畫面 3
Unity 介面畫面

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。

Unity 介面畫面 4
Unity 介面畫面

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

前往官方網站 下載 Unity

UnitySetup-4.5.5.exe · 1.2 GB · 連結指向軟體原廠

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這一版改了什麼

What's new in this version:

Improvements:
- Editor: Added additional logging when the MonoDevelop script editor was opened on OSX.
- iOS: Added support for iPhone 6 & iPhone 6 Plus.
- iOS: Display the number of finished files in AOT cross-compile progress bar.
- Linux: Implemented screen-fullscreen command line option.
- OSX: Implemented show-screen-selector command-line option.
- Physics: Show inspector warning when a 2D collider removes generated collision shape(s) because they fail verification. This supplements the existing warning when no collision shapes are present.
- Shaders: Improved performance of importing complex surface shaders (with many multi_compile directives).
- Shaders: Improved performance of shader compilation for OpenGL platforms.

Fixes:
- Android: Android TV - Fixed uses-feature attribute in manifest that could require touchscreen.
- Android: Fixed delay when resuming game from paused state.
- Android: Fixed flickering screen on resume.
- Android: Added missing implementation of UnityMemoryBarrier()
- Android: Fixed crash on application resume on Adreno devices with Android 4.1.1 or 4.1.2.
- Android: Preventing black frame to be displayed when on-screen keyboard appears/disappears.
- Android: Export now works for projects that use UnityPlayerActivity or UnityPlayerProxyActivity.
- Asset Import: Recompile scripts synchronously when the -buildTarget parameter is used.
- Core: Fixed the "Failed to initialize unity graphics" error when using the -no-graphics flag in OS X
- Direct3D 11: Unity will now correctly fall back to no MSAA depth textures if the GPU does not support ones with MSAA.
- Documentation: Fixed rendering for richText.
- Editor: Fixed word wrapping in the detail area of the console.
- Editor: Handle an intermittent failure in CoCreateInstance during the Visual Studio launch process.
- Editor: Open a script in the correct version of Visual Studio when the script is already open in a different version.
- Editor: Fixed selected wireframe not rendered if object's shader has GrabPass as the first pass.
- Editor: Use External Editor argument expansion in undocumented API.
- Editor: Fixed an issue whereby dragging a prefab into hierarchy from project view was not selected automatically.
- Editor: Don't pass out incorrect PropertyHandler on first call to GetHandler.
- Flash : Empty project no longer has (harmless) errors in the log.
- OpenGL ES 2: Fixed issues with native plugin called in OnPreRender .
- Graphics: Send kGfxDeviceEventInitialize to native plugins if renderer changes.
- Graphics: Fixed light culling with custom projection matrix.
- Image Effects: Fixed Image filters targeting a render texture when a camera doesn't clear the color buffer.
- Image Effects: Fixed Fast Bloom rendering upside down on Direct3D when anti-aliasing was used (reimport Image Effects package to get the fix).
- iOS: Adaptively increase AOT build timeout to fix builds on large projects.
- iOS: Do not run excessive number of mono AOT compiler instances.
- iOS: Fixed Xcode 6 GM build & run support.
- iOS: Fixed Xcode 6 GM Simulator support.
- License: Give permissions to Users group on Windows to modify/write the license .ulf file, after Unity was activated by an administrator.
- Linux: When using "Default is fullscreen" and "Default is native resolution" on a multidisplay system, store the resolution pref from the actual window size instead of the full desktop resolution.
- Manual: Update documentation for player command line arguments.
- Mecanim: Fixed trigger parameter consumption when used by multiple layers.
- OSX: Now GameKit is loaded dynamically, it should help with Mac App Store submissions for games, which are not using Game Center.
- OSX: Application.persistentDataPath changed from ~/Library/Caches/ to ~/Library/Application Support/
- Physics: 'OnMouseDown' and 'OnMouseUp' callbacks for 3D physics now don't take priority over 2D physics, they can run simultaneously.
- Physics: 'OnMouseDown' and 'OnMouseUp' callbacks for both 2D and 3D colliders now correctly use camera near/far plane distance.
- Scripting: Properly validate class constraint on generics with reference type constraint.
- Shaders: Fixed #include processing that are nested in #ifdef blocks in surface shaders.
- Shaders: Fixed faceforward() for OpenGL platforms.
- Shaders: VFACE pixel shader semantic translates more properly to OpenGL platforms now (values of -1 or 1, not 0 or 1 like before).
- Substance: Fixed regression where valid runtime cache data would not be used and ProceduralTextures would be needlessly recomputed.
- Substance: ProceduralTextures are no longer corrupted when switching color space in the editor.
- Substance: ProceduralTextures are no longer corrupted when switching the masterTextureLimit in the editor.
- Substance: Textures generated from a cloned ProceduralMaterial now have the proper alpha channel.
- Terrain: Now tree imposter image will render in correct color space.
- Version Control: Disallowing moving/renaming version controlled files that are changed/checked out remote.
- WebCamTexture: Uses the first webcam device by default on all platforms.
- WebPlayer: Fixed WebPlayer Loading failure when UNITY_DISABLE_PLUGIN_UPDATES = yes.
- Windows Phone 8.0: Fixed an issue which caused rendering from scripts not to work the same frame that back button was pressed on certain devices.
- Windows Phone 8.0: Using image effects no longer distorts the image resolution.
- Windows Phone 8.1: Fixed copying of 240% sized wide tile to final VS solution.
- Windows Phone 8.1: TouchScreenKeyboard.visible no longer throws an exception if called before creating an actual keyboard.
- Windows Phone 8.1: Unity no longer overrides 106x106 icon in final VS solution when a custom icon is placed there.
- Windows Player: Fixed blank window appearing briefly before entering fullscreen mode.
- Windows Store Apps: Fixed an issue which caused C# scripts to sometimes be included to wrong assemblies if "Debugging C# projects" checkbox was checked when building the project.
- Windows Store Apps: C++ plugins are now correctly copied to output directory when using C++ project type.
- Windows Store Apps: Unprocessed plugins are no longer included in Visual Studio pre-build event.
- Windows Store Apps: Unity C# projects are referenced by project references instead of assembly references.
- Windows Store Apps / Windows Phone: Fixed an issue which caused methods of WebHeaderCollection class throw exceptions
- Windows Store Apps / Windows Phone 8.1: Fixed Screen.dpi to return physical screen DPI, instead of logical DPI.
- Windows Store Apps / Windows Phone 8.1: Significantly reduces memory used by compressed audio.