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
UnityDownloadAssistant-5.1.1f3.exe · 638 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:
Feature
- VR: Gear VR is now supported with Unity VR.
Improvements
- Editor: Added MonoDevelop Solution Properties toggle to External Tools to disable writing of MonoDevelopProperties section to .sln files.
- Graphics: Added hexadecimal code support to Color (TryParseHexString, ToHexStringRGB and ToHexStringRGBA).
- Graphics: Added set to gpu skinning parameter in PlayerSettings.
- Input: Mouse cursor will be confined to rendered area in Windows standalone (when CursorLockMode.Confined is used).
- iOS/IL2CPP: Lower memory used by IL2CPP executables at runtime by removing unused overhead from memory profiling and making more data constant.
- Linux: Removed "faulty GPU driver" workarounds for Intel drivers that claim to support OpenGL 3.0+.
- Mecanim: Show frame number in avatar previewer.
Changes
- Mecanim: AnimatorState runtime speed is now a multiplier apply on the orignal speed rather than an override.
Fixes
- AI: Fixed NavMeshAgent path re-planning (typically after carving) when agents are assigned a path via SetPath.
- AI: Fixed issue causing spurious error message "ag.remainingDistance >= 0.0f" for agents waiting at OffMeshLinks.
- AI: Fixed problem with performance when scene constains only idle agents with small radii.
- Android: Now Application.systemLanguage will return Chinese Traditional or Chinese Simplified instead of just Chinese.
- APIUpdater: Fixed crash when scripts contains some specific generic type / method usages.
- APIUpdater: Fixed editor hang updater consent dialog is displayed while user is performing a drag & drop.
- Audio: If the audio output device fails to init, then init to the null device to prevent crash.
- Audio: The Disable Audio option now prevents FMOD from initializing and allocating resources which are exclusive on some platforms.
- CEF: Fixed crash when opening the asset store when no network.
- Cloud Service: Fix for using another encoding for the url.
- Editor: Fixed bad scene view performance when lots of light gizmos are drawn.
- Editor: Fixed: Missing icon in Mecanim Transition inspector.
- Editor: Profiler GameObject count in scene no longer increases when selecting camera.
- Editor: Undo for editing capsule collider.
- Editor: Undo for GameObject > Toggle Active State in main menu.
- GI: Fixed static lightmap baking on a rectangular terrain.
- GLES: Fixed crash on Vivante GPUs when using binary shaders.
- Graphics: Fixed inaccurate screenspace scissoring of lights with large range.
- Graphics: Fixed assertion when LODGroup is scaled to zero.
- Graphics: Fixed command buffer RenderTargetIdentifier with RenderTexture argument.
- Graphics: Fixed regression in handling "external" textures (Texture2D.CreateExternalTexture).
- Graphics: Fixed rendering issues after native rendering plugin GL.IssuePluginEvent() calls on OpenGL ES platforms.
- Input: Update mouse position when it is outside of rendered area in Windows standalone.
- iOS/IL2CPP: Avoid adding includes and methods (for method declaration includes) for types generated to terminate generic type recursion. iOS/IL2CPP: Correct an error in generated code when a constrained generic parameter type is used in a nested lambda expression.
- iOS/IL2CPP: Correct code generation for a generic type with another generic type as a constraint when the generic parameter for the constraint is a value type.
- iOS/IL2CPP: Corrected the implementation of the ldvirtftn opcode for types using a constrained generic generic parameter.
- iOS/IL2CPP: Correctly invoke an action pointing to an extension method.
- iOS/IL2CPP: Emit memory barriers to ensure the correct acquire and release semantics are enforced for loads and stores of volatile fields.
- iOS/IL2CPP: Ensure that background threads which are not explicitly joined have their resources freed so that the runtime does not leak thread handles.
- iOS/IL2CPP: Fixed a crash which occurred during a call to Socket.SetSocketOption with the AddMembership or DropMembership names.
- iOS/IL2CPP: Fixed managed stack traces.
- iOS/IL2CPP: Fixed a code generation issue when using static constructors in base generic classes.
- iOS/IL2CPP: Generate correct C++ code for a generic virtual method which returns an IEnumerator and has a generic constraint defined on the method it overrides.
- iOS/IL2CPP: Implement embedded resources for IL2CPP.
- iOS/IL2CPP: Prevent a crash when a thread with a name is finalized.
- iOS/IL2CPP: Prevent IL2CPP from throwing an exception at conversion time for a generic type deriving from a generic interface.
- iOS/IL2CPP: Fixed WWWForm.data property getter being extremely slow on IL2CPP.
- iOS/IL2CPP: Fixed a case where static constructor would not be called if an object is constructed within Unity internally.
- iOS/IL2CPP: Fixed an issue which sometimes caused IL2CPP to not call static constructors when Unity created class instances from native code.
- iOS/IL2CPP: Static constructor of base type now gets correctly called if a derived class does not have one when creating an object of a derived type.
- iOS/Metal: Fixed crash when using preloaded shaders.
- iOS: Fixed crash on A7 SoC when locking the screen.
- iOS: Fixed rendering issues when dismissing presenting view controller which overrides orientation constraints.
- iOS: Fixed simulator crashing on startup due to "Symbol not found: __ZN5metal16g_CurrentEncoderE".
- iOS: Now Application.systemLanguage will return Chinese Traditional or Chinese Simplified instead of just Chinese.
- Linux: Fixed nonASCII input regression.
- Mecanim: Changing AnimatorState runtime speed from positive to negative value should now correctly play the animation clip backward.
- Mecanim: Fixed AnimatorState.speed with a value of 0 should now correctly pause the animation clip.
- Mecanim: Fixed broken copy paste.
- Mecanim: Fixed firing multiple events at 0.
- ModuleManager: Fixed exception when opening the Module Manager window.
- OpenGL: Fixed crash when trying to use unified OpenGL GfxDevice on MacOSX.
- Plugins: Fixed Standalone settings, toggle buttons were showing platforms as disabled while in reality they were enabled.
- PS3/PS4: Fixed some separate alpha blending shader states not working properly.
- Samsung TV: Fixed an issue where games launched on the 2014 TVs without using the Unity Launcher would crash.
- Scripting: Fixed debugger deadlock on OSX.
- Scripting: Fixed MonoDevelop incorrectly stepping over recursive methods.
- Scripting: Fixed Unity crash when using newer versions of the soft debugger client in MonoDevelop.
- Terrain: Fixed occasional incorrect SpeedTree LOD.
- Tizen: Display software keyboard correctly in landscape.
- Tizen: Fixed some typed characters not displaying correctly.
- Tizen: Removed unnecessary texture compression selector in the build window.
- Tizen: Resolved "Failed to wait on semaphore" errors when script debugging.
- Tizen: Resolved build failures when various non-alphanumeric are entered into the product description.
- Tizen: Resolved rendering errors with Landscape Right screen orientation.
- Tizen: Set the supported screen sizes key in the manifest. Not doing so results in Tizen store rejections.
- Tizen: Text typed into software keyboard is now displayed.
- Tizen: Updated product description field to prevent text wrapping issues.
- Tizen: Video playback is now supported.
- TreeEditor: Fixed incorrect labels and tooltips.
- UNET: Client is not sending/receiving packets and does not disconnect.
- UNet: Fixed an issue whereby NetworkTransform could corrupt SyncVars.
- UNet: Fixed an issue whereby Network Serializer breaks on some 64-bit values.
- UNet: Wrong interpolation in NetworkTransform has been fixed.
- UNet: Added fixes for multiple NetworkClient objects.
- UNET: Fixed: Memory continuously builds up with uNet server simply activated.
- UNET: Fixed: Ping from obsolete connection can cause problem with functionality of new connection.
- UNET: Fixed: Reliable sequenced channel for reused (disconnect then connect) connection stop working.
- UNett: Fix for bad error message on networked commands.
- Unified GL: Fixed mobile bloom and mobile blur shaders (and anything else that used array inputs).
- Unified GL: Fixed VFACE translation. Unified GL: Shader .cginc include files failed to load if the file to be included had UTF BOM. Fixed.
- VR: Render scale now functions correctly with 0.6 Oculus SDK.
- VR: Render scale now works in deferred mode.
- VR: VR.loadedDevice now works at runtime.
- WebPlugin: Fixed cross-domain policy bypass issue (reported by Jouko Pynnonen of Klikki Oy).
- XboxOne: Fixed a crash that occurs in the debug player at startup.
Known Issues
- Windows Store Apps: Projects containing white spaces in their names won't build correctly.
- Workaround: Remove white spaces from the project name.