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-5.1.2f1.exe · 653.31 KB · 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
- Analytics: Added cloudProjectId to hwstat.
- Android: Audio - Enabled OpenSL for GearVR.
- Animation: Group material color channel curves. Removing one curve will automatically remove other channel curves of the same color property.
- Documentation: Docs for Audio / VR / UNet updated.
- Editor: Informative message will be shown in the material inspector when the material property block values are used.
- Graphics: Added options for opaque object sorting control, see Camera.opaqueSortMode.
- iOS/IL2CPP: Load embedded resources in memory-mapped files so that the memory used by those embedded resources is marked as constant.
- Terrain: Expose TerrainData.SetHeightsDelayedLOD and Terrain.ApplyDelayedHeightmapModification to allow users to achieve high frame rates while doing interactive terrain editing.
- Windows Editor Installer: Use dism.exe to install .net framework5, for a more silent experience when using /S silent installer option.
- Xbox One: Unity now builds with the June 2015 XDK. You must have the June XDK installed on your PC and use the matching or later recovery on your console.
Changes
- 2D: SpriteRenderer will have light and reflection probes turned off by default. They can still be turned on manually.
Fixes
- 2D: Fixed the issue where it was unable to set Sprite mode to multiple.
- Animation: Animating properties of the material with the custom shader does not cause error on the first play in editor.
- Animation: Reject avatar creation when the skeleton is missing intermediary bones.
- Animation: Remove relative material property blocks when the animator component is being removed.
- Asset Loading: Ignoring hidden dll files.
- Asset Management: Now allow prefab instances with a missing prefab template to be reparented.
- Audio: Audio clip "Force to Mono" now has an option for applying normalization after downmix.
- Audio: Fixed: FSBTool crashed during audio import on Windows XP / N platforms and very short audio files.
- CacheServer: Asset bundle names are not properly imported from metafiles.
- Deployment Management: Fixed crash when selecting 'Scripting Backend' in standalone Player Settings.
- DX11: Don't spam refCount==0 error messages when some 3rd party tools hook into DX11.
- DX11: Fixed non-native resolution fullscreen being too dark when in Linear color space.
- Editor OSX: Fixed custom cursor getting set back to default arrow when used in the editor.
- Editor OSX: Fixed games setting the cursor to null wouldn't take affect in the editor.
- Editor: Removed MSVCRT dependency for WebGL build.
- Editor: Search correct 32/64bit program files on windows for diff tools.
- (none) - Editor: Texture3D sizes up to 2048 are now allowed (previously the limit was 1024).
- (none) - GearVR: Removed log spam about user profile.
- GI: Fixed intermittent crash related to realtime lightprobes.
- (none) - GLES: Fix for TC Particles package from the Asset Store.
- GLES: Fixed crash when using multithreaded renderer and using shader that uses vertex colors when the mesh data doesn't contain vertex colors.
- GLES: Fixed shader compiler crash for some shaders that use scalar pixel shader inputs, and other issues.
- GLES: Fixed standard shader rendering issues with Mali GPUs.
- GLES: Fixed tessellation shaders when multiple texcoords are packed into one vec4.
- (none) - GLES: Workaround for Adreno 4xx driver bug where binary shaders would break if the shader program contains geometry shaders.
- Graphics: Fixed a bug when loading single channel JPEGs using Texture2D.LoadImage.
- Graphics: Fixed issue in Texture2D.LoadImage when loading indexed PNG images that contain an alpha channel.
- iOS: Added a limit for iOS acceleration event queue.
- iOS: Added additional Japanese fallback font.
- iOS: Added iOS Thai font for 8.2.
- iOS: Added support for Xcode 6.3.2.
- iOS: Added support for Xcode 7 beta.
- iOS: Allow to append builds made with different scripting backend.
- iOS: Don't add header files to il2cpp Xcode project.
- iOS: Don't include managed dll files in il2cpp build.
- iOS: Fixed a regression which caused appending builds with native plugins to fail
- iOS: Fixed a regression which disables appending builds in folders more than one level away from the project folder
- iOS: Fixed stuck "Launch screen type" setting.
- iOS: Include iOS Xcode API documentation.
- iOS: Lightmapped objects with legacy shaders lit with realtime light in legacy deferred no longer render incorrectly.
- iOS/IL2CPP: Added support for PreserveAttribute to prevent classes, methods, fields and properties from being stripped in IL2CPP.
- iOS/IL2CPP: Allow Type.GetType(string) to return a proper value on 32-bit ARMv7 builds.
- iOS/IL2CPP: Avoid boxing of value types during null checks in generic code.
- iOS/IL2CPP: Avoid deadlock during UnloadUnusedAssets.
- iOS/IL2CPP: Corrected an exception during code conversion which has the error message "Invalid global variables count" when converting some UnityScript assemblies.
- iOS/IL2CPP: Ensure that GetCurrentMethod returns the proper value, even when the generated native method is inlined.
- (none) - iOS/IL2CPP: Fix embedded resources.
- iOS/IL2CPP: Fixed a crash which occurred when Ldvirtftn opcode was used on a non-virtual method.
- iOS/IL2CPP: Fixed a rare case when bytecode stripper would incorrectly strip wrong overloaded generic virtual method.
- iOS/IL2CPP: Fixed codegen issue when using a field type a struct that has no instance fields.
- iOS/IL2CPP: Fixed ConstructorInfo.Invoke() returning null for Nullable types.
- iOS/IL2CPP: Fixed IL2CPP generated code in if (...) block if the condition operand was an IntPtr.
- iOS/IL2CPP: Fixed IL2CPP generated marshaling code for marshaling IntPtr into any other primitive type.
- iOS/IL2CPP: Fixed marshaling arrays of structs marked with [Out] attribute.
- iOS/IL2CPP: Generate correct C++ code for the IL add opcode with pointers in unsafe C# code.
- iOS/IL2CPP: Handle 'void' type parameter.
- iOS/IL2CPP: Handle invalid IL generated by UnityScript compiler for delegates.
- iOS/IL2CPP: iOS/IL2CPP: Correct RPC implementation for the UnityEngine.Networking namespace.
- iOS/IL2CPP: Prevent a C++ compiler error in generated code about an undeclared identifier with the test "Unused local just for stack balance".
- iOS/IL2CPP: Prevent a C++ compiler error in generated code which happens when a pointer is assigned a value which is a uintptr_t in converted unsafe C# code.
- iOS/IL2CPP: Prevent a crash in the NetworkManager initialization when the Stipping Level option is not set to Disabled.
- iOS/IL2CPP: Prevent a runtime exception with IL code in an enumerator's MoveNext method when the enumerator's return type is a constrained generic type.
- iOS/IL2CPP: Prevent AES encryption types from being incorrectly stripped when they are used.
- iOS/IL2CPP: Prevent an exception during code generation when the default value of a field is not the same type as the field.
- iOS/IL2CPP: Prevent an intermittent crash on ARM64 when an live object is incorrectly reclaimed but the garbage collector.
- iOS/IL2CPP: Prevent the exception: "System.ArgumentException: enumType is not an Enum type." from occurring for a generic type used with an enum type argument.
- iOS/IL2CPP: Prevent the player build process from using older generated C++ source files from a previous build.
- iOS/IL2CPP: Speed up generic method calls on value types.
- iOS/IL2CPP: The Preserve attribute can now be used in the managed code for an assembly to preserve all of the code in an assembly.
- iOS/IL2CPP: The preserve attribute can now be used with the assembly element in a link.xml file to preserve all of the code in an assembly.
- iOS/IL2CPP: When compiling scripts for the player, appropriate UnityEngine.UI.dll will be referenced now.
- License: Added network timeout for all pending operations.
- License: Clear error message once valid serial is entered.
- License: Fixed an issue with Operating System ID changing on Windows 10.
- License: License activation staying stuck in Updating or Connecting screen.
- License: Replace generic invalid serial message with more meaningful message
- Linux: Fixed key release regression.
- (none) - Mecanim: Fixed assert when using Optimize Game Object on object that are parented.
- (none) - Mecanim: Fixed continuity in FixedTime transition with ExitTime.
- (none) - Mecanim: Fixed crash when using AnimatorController in asset bundles.
- Merge Tool: Fixwd merging of scenes/prefabs with out of order objects.
- MonoDevelop: Fixed issue with Attach button in attach to process dialog not responding to clicks.
- MonoDevelop: Fixed Unity crash when inspecting enum value in MonoDevelop debugger.
- MonoDevelop: Fixed Unity crash when using the debugger to inspect a property that only has a getter that returns a struct. E.g. Sprite.bounds.
- Networking: Added missing check for NetworkIdentity on NetworkManager object.
- Networking: Added missing error message for more than 32 SyncVars in a NetworkBehaviour script.
- Networking: Added missing error message for multiple NetworkManagers in a scene.
- Networking: Added missing validation for invalid method signatures on network methods.
- Networking: Added missing validation for SyncVars of invalid types.
- Networking: Adding missing error message for using network custom attributes in non NetworkBehaviour derived scripts.
- Networking: Fix for allowing multiple network components on the same game object.
- Networking: Fix for ClientRpc call failing when called on a base class.
- Networking: Fix for ClientRpc calls being invoked out of order on localClient.
- Networking: Fix for ClientRpc calls not being invoked for scene objects on a local client.
- Networking: Fix for exception when sending a game object component as an argument to RPC calls.
- Networking: Fix for foldouts in NetworkManager inspector not saving state.
- (none) - Networking: Fix for garbage at the end of broadcast messages.
- Networking: Fix for implementing Update() in a class derived from NetworkManager causing client connection callbacks to not be called.
- (none) - Networking: Fix for IsAcksLong flag doesn't work.
- Networking: Fix for isServer still being true after server was stopped.
- Networking: Fix for not being able to detect idle connections.
- Networking: Fix for setting MaxConnection to zero causing exception in NetworkManager.
- Networking: Fix for SyncVars not working with script inheritance.
- Networking: Fix for UNetWeaver exception generating an exception when SyncListStruct used directly without a derived class.
- Networking: Fix for unserializating NetworkIdentity references failing on a dedicated server.
- (none) - Networking: Fixed - localdiscovery doesn't work on osx and ios.
- Networking: Fixed the problem with host which was added removed and added back. Last add will finish with error - cannot open socket.
- (none) - Networking: Fixed the problem with long acks.
- Networking: Fixed UNetWeaver exception when processing large projects, also improved speed with large projects.
- Networking: NetworkTransform now auto-detects CharacterController and pick the correct sync method when added to a game object.
- Physics 2D: Ensure that both friction and bounce are updated when the PhysicsMaterial2D is set on a Collider2D from script.
- Physics 2D: Ensure that Rigidbody2D interpolation or extrapolation do not modify the Transform Z position.
- Physics 2D: Fixed a child Rigidbody2D not correctly updating its position/orientation when it's using interpolation and the parent transform changes.
- Physics 2D: Fixed various One-Way behaviour issues in PlatformEffector2D.
- Physics 2D: MotorSpeed on SliderJoint2D is now in meters/sec (linear motor) not degrees/sec (not angular motor).
- Physics 2D: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
- Physics 2D: Rigidbody2D constraints are now based upon the center-of-mass and not the body position.
- Physics 2D: Stop crash if 2D effector is needed but there is none.
- Physics 2D: Stop NullReferenceException when editing PolygonCollider2D.
- Physics: Fixed a crash when trying to report a MeshCollider error while the MeshCollider's SharedMesh was null.
- Physics: Fixed an issue in PhysX where a capsule would fail to collide with a triangle mesh.
- Physics: Fixed an issue in PhysX where capsule-capsule collision detection would erroneously fail when the capsules' axes were almost aligned.
- Physics: Fixed HingeJoint SetMotor, SetLimits, SetSpring only being set correctly if the said properties was already enabled.
- Physics: Fixed issue in PhysX where PhysX would hang on certain Android devices.
- Physics: Fixed problem in PhysX that would cause SphereColliders to bounce when rolling over the triangles of a MeshCollider.
- Physics: HingeJoint now correctly measures the hinge angle regardless of the initial rotation between the two hinged bodies.
- Revert baked lightmap texture compression quality from best back to normal. Speeds up compositing step.
- (none) - Samsung TV: Resolved security issue that allowed for arbitrary code execution.
- (none) - SamsungTV: Fixed security false-positive. The 2013 and 2014 TVs can now be deployed to successfully.
- (none) - Script Editors: Generate and open solution when External Script Editor is set to Xamarin Studio.
- Serialization: Disallow EditorOnlyPlayerSettings custom properties usage without initialization
- (none) - Shaders: Fixed broken constant buffer info on OpenGL ES compute shaders with multiple kernels
- Shaders: Fixed GLSL/Metal translation of shaders that use all uppercase SV_TARGET semantic.
- Shaders: Fixed GLSL/Metal translation of shaders that use non-uppercase SV_Position semantic.
- Shaders: Fixed resource binding regression breaking TC Particles asset store package.
- (none) - Shaders: Increased timeout for shader import time processing; helps with complex compute shaders.
- Substance: Fix hang/crash when entering playmode with the Profiler window open.
- (none) - Tizen: Added docs about native plugins on Tizen.
- (none) - Tizen: Added Tizen to the default platforms list.
- (none) - Tizen: Fixed plugin loading.
- UI: Number of batches created for UI scene back down to 5.0 number.
- Unified GL: Fix for DX11-style Depth-of-Field image effect: fix boolean variable handling in shader compiler.
- (none) - Unified GL: Fix for shader errors when swizzles were incorrectly applied to scalar values.
- Unified GL: Fixed a crash when current and pending framebuffers have different attachment counts.
- Update Checker: Wait for Home Window to be closed before checking for updates
- (none) - VR: Don't update the head pose until Camera has latched the reference frame.
- VR: Enabling / disabling virtual reality support in the editor nolonger affects standalone players.
- VR: Fix issue where GUI could be inadvertently flipped.
- (none) - VR: Fix issues with VRSettings.loadedDevice
- VR: Fix rendering issues when camera parent is scaled.
- (none) - VR: Fixed anti aliasing.
- (none) - VR: Fixed aspect ratio of game view and standalone window.
- VR: Fixed GearVR crash with Android Personal Edition.
- (none) - VR: Fixed linear lighting.
- VR: Fixed upgrade issue from 5.1.1 which could result in VR loss of functionality.
- (none) - VR: Reset camera-to-origin pose on scene load to prevent gross error.
- (none) - WebGL: Fixed an issue using System.IO.Compression.DeflateStream API.
- (none) - WebGL: Fixed error messages when refreshing or unloading the page.
- (none) - WebGL: Fixed WWW Downloads failing if they take longer then 5 seconds.
- (none) - WebGL: Prevent a runtime error due to the NetworkManager and MasterServerInterface not being correctly stripped.
- Windows Phone 8: Fixed crash when building from Editor.
- Windows Phone 8.1: Fixed simulator build.
- Windows Phone: Fixed build failure when using certain classes from System.Net namespace.
- (none) - Windows Store Apps: Fixed a rare crash at boot when reading AppxManifest.xml.
- Windows Store Apps: Fixed extended splash screen sizing on wp8.1 and scaled WSA.
- Windows Store Apps/Windows Phone: Fix rare build failure while copying plugins.
- (none) - Windows Store Apps/Windows Phone: Fix Universal apps build, when project name contains whitespaces
- Windows Store Apps/Windows Phone: Fixed an issue with connecting to server using UNet.
- Windows Store Apps/Windows Phone: Fixed serialization when inheriting from class from another assembly with internal field
- Windows Store Apps/Windows Phone: Fixed variable synchronization between WinRT and Mono players (UNet).
- Xbox One: Disabled standard splash screen on Xbox One, which was showing up as a blank grey screen after the initial OS load splash screen.
- Xbox One: Fixed a bug that could cause game chat to fail when more than two players are involved.
- (none) - Xbox One: Socket descriptions now require template to function (as of April XDK). The editor GUI has been updated to make templates mandatory for all socket descriptions.
- (none) - Xbox One: The auto-added port for script debugging now implements a template, and works again. It will also get auto-added if you specify to auto-connect the profiler.