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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
UnityDownloadAssistant-5.2.0f3.exe · 614.4 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:
Known Issues
- 2D: Sprite pivot values currently clamped to 0..1, will be extended to larger values in 5.2.0p1
- Connect: 'Go to Dashboard' link for Multiplayer leads to Cloud Build
- Editor: Crash when using injecting proxies (e.g. Lavasoft's webcompanion, Astrill, Qustodio) 713828
- Editor: Incorrectly reports native plugin collision, even if only one native plugin exists
- Game input in the Mac Editor may not work after opening a new project. This happens after getting a dialog saying "Moving File Failed". To work around this issue, close and open the editor. The fix will be in 5.2.0p1 705555
- Mac: Input system such as mouse click events or key press events stop working when multiple projects are opened. The fix will be in 5.2.0p1 716221
- Layout elements under a ScrollRect component may not work properly. As a workaround a setup can be used where the Content is not a direct child of the ScrollRect but has an intermediary View object in between (the default setup from 5.2 onwards). The fix will be in a patch release
- Editor: Scene view picking in linear color space does not work for DX11 when MSAA is used (quality: fantastic). Workaround: Use gamma color space, turn off MSAA or switch to DX9. This will be fixed in 5.2.0p1
- Version Control: Perforce "Moving file failed" message appears when close project, fixed in 5.2.0p1
- Windows Phone: Solution build fails when product name has non-alphanumeric characters
- Windows Phone 10: Virtual keyboard doesn't work for UWP apps, will be fixed in 5.2.0p1
- Windows Store Apps: audio is buggy on Windows 10, will be fixed in 5.2.0p1
- Universal Windows Platform: Unity C# option doesn't work correctly for Windows 10 Universal apps, will be fixed in 5.2.0p1
- Windows Store Apps: webcam is crashing on Windows 10, will be fixed in 5.2.0p1
- VR / Oculus Windows: Linear lighting and MSAA crashes. Must use gamma, no MSAA until 5.2.0p1
- VR / Oculus Windows: HMD not rendering after reconnect on Win10 with runtime 0.7
- VR / Oculus Mac: No image to HMD. No workaround until 5.2.0p1
- VR / Gear VR: Crash with OpenGL ES 2.0. Must use OpenGL ES 3.0 until 5.2.0p1
- Tizen: Applications currently crash on launch. Will be fixed in a patch-release
- Tizen: Applications will be rejected by the Tizen Store. Will be fixed in a patch-release
Features
- 2D: Ability to rotate sprites while Sprite Packing to save atlas space
- Android: Experimental support for IL2CPP scripting backend
- Android: Audio - Enable OpenSL fast path for devices that support FEATURE_AUDIO_LOW_LATENCY
- Android: ETC1 Compression for Sprite Atlases. The texture is split into two RGB parts (second part containing alpha information as a grayscale) and combined in the shader. The option can be set on a per texture level, which affects the final atlas the texture lands in
- Audio: Ability to set custom rolloff curves for an AudioSource at runtime via script. The following curves will be able to be set at runtime: Volume Rolloff, Spatial Blend (2D / 3D), Reverb Zone Mix, Spread, LowPass Filter Cutoff Frequency
- Audio: Spatialization API for audio plugins, see (SDK and example)[https://bitbucket.org/Unity-Technologies/nativeaudioplugins]
- Cloud Services: Access control list support
- Core: Application.UnloadLevel. Unloading scenes is now possible while the game is running. References to lightmaps are cleared but you have to call Resources.UnloadUnusedAssets() to actually unload them. Enlighten data is unloaded immediately. This feature is especially useful in conjunction with Lightmapping.BakeMultipleLevels()
- Graphics: Added CullingGroup API, which allows you to specify a large set of bounding spheres that are integrated into the culling pipeline and subjected to frustum and occlusion culling
- Graphics: Added option in player settings for configurable vertex compression. Default values: position and UV1 is uncompressed, the rest of the channels are compressed
- Mecanim: Playable API. Supports creating Animation blending graphs at runtime, providing the capacity to have full control over the AnimationClips and AnimationControllers played by the engine.
- Mecanim: 3ds Max Auto Mapping and T-Pose. When setting an Avatar Animation Type to Humanoid, the Auto-Configure will try to detect if it is a Biped. If the hierarchy and naming of Biped is found, then default mapping and t-pose for biped will be used. Translation DoF will also be automatically activated for that avatar. The avatar can still be re-configured from this point, but usually default Biped mapping, t-pose and translation DoF will give the best results. Note that only Bipeds with no "Triangle Pelvis" and using default naming are supported
- Mecanim: Translation DoF for Humanoid. Some animation files come with translation animation on humanoid bones. For example, it is the case with 3ds Max Biped that comes with translation on 1st Spine bone. Translation DoF can be activated on those humanoid avatar to convert translation animation to retargetable translation DoFs. Translation DoF affects Spine, Shoulders, Upper Legs and Neck bones. Translation DoFs usually represent small amount of translation that improves retargeting quality. Translation DoF may also be used to improve retargeting quality when animation has more than two animated spine bones. Translation DoF can be activated in Muscle & Setting tab of Humanoid configure window
- Multi Scene Lighting baking. Lightmapping.BakeMultipleScenes lets you bake lightmaps, reflection probes and realtime lightmaps for multiple scenes together, which can be loaded additively. Data is automatically split on bake per scene
- Plugins: Expanded low-level graphics plugin API
- Out of the box support for VisualStudio Tools for Unity (aka UnityVS)
- Performance: CPU side rendering performance optimizations across the board. We've seen between 5% and 30% lower CPU cost for rendering, depending on the setup. Sorting of the renderable objects is now multithreaded too
- Performance: Improved performance of LoadAssetAsync. Allow multiple AsyncOperations to be completed in a single frame
- Performance: Particle rendering optimizations (especially for VR), with speed improvements varying from 15% to 50% depending on geometry type
- Performance: Rendering on Linux uses the same main+render thread setup as on other platforms
- Performance: UI now uses multithreaded batching & geometry generation backend. This leads to a performance increase of up 4x in our stress test scenes
- Physics: Added parameter QueryTriggerInteraction to all physics queries (raycast, spherecast, overlap) to allow any query to override whether or not the query should hit Triggers
- Physics: Expose CharacterController.skinWidth parameter to scripts
- Physics: Expose impulse applied at contact (see Collision.impulse)
- Physics: Support scaling of vehicles
- Shaders: Fixed Function shaders work on all platforms now (including consoles). They are always generated at shader import time (a button "show generated code" in shader inspector shows the code); removed all runtime support. All rendering got slightly faster (even when not using fixed function shaders); and executable sizes got slightly smaller. MaterialPropertyBlocks work with them now (which means Sprites and animated materials work too). Behave more consistently across platforms (specular highlights and light attenuation was slightly different before). Fixed function shaders aren't rasterized at a half-pixel shift on WP8 anymore. However, can not create fixed function shaders using "new Material(string)" at runtime anymore; see Changes section
- UI: 2D Rect Mask. A mask for 2D UI elements. Performs faster than the previous stencil buffer mask and does not require additional draw calls to prime the stencil buffer. When an element is outside the bounds of the mask the canvas renderer is also culled which leads to faster batching performance
- UI: Dropdown control. The Dropdown can be used to let the user choose a single option from a list of options.
- UI: New Scroll View menu item and improved support in ScrollRect component for scrollbars.
- Unity Ads: Enable and configure Ads from the Unity Connect window in the Editor
- WebGL: allow .jspre files to be added to the project to be prefixed to the generated JavaScript
- WebGL: Experimental support for WebGL 2.0 (not yet supported in any released browser)
- Windows Store Apps: Universal Windows Platform app (Windows 10) support
Changes
- Editor: Asset Store window is now a part of the default window layout. Docked behind the scene & game views
- Editor: Remove legacy Mac OS X corner window resize behaviour
- GI: Set default BounceScale to 1
- Graphics: Material.CopyPropertiesFromMaterial also copies shader keywords and render queue now
- IL2CPP: Make engine stripping in iOS/WebGL a separate setting (PlayerSettings.stripEngineCode) from Mono stripping levels
- Introduce EditorSettings.projectGenerationUserExtensions & EditorSettings.projectGenerationBuiltinExtensions
- Particles: Particle geometry is generated in world space now (used to be in view space before). If you have custom particle shaders that relied on view space positions coming in, you will need to change them
- Reflection Probes: Are rendered in a separate deferred pass when using deferred shading. See Improvements section entry for details
- Scripting: Removed hexadecimal color string support from Color and replaced with ColorUtility
- Shaders: Can not create fixed function shaders using "new Material(string)" anymore. Shaders must come from assets or be fully precompiled in the editor
- Shaders: Changed UnityGlobalIllumination, Unity_GlossyEnvironment, FragmentGI function signatures. If you have custom shaders that uses Unity's PBR please check UnityGlobalIllumination.cginc, UnityStandardBRDF.cginc, UnityStandardCore.cginc respectively
- Substance: The communication between Unity's MainThread and the Substance Thread was completely rewritten to better decouple Substance processing from Unity's regular operations and to avoid stalling the MainThread. All crashes and hangs at build time, level load/change time, playmode entry/exit should be gone
- Terrain: Changed the default hotkey bindings for terrain tools to F1-F6
- UI: CanvasRenderer can now take multiple Materials. Like a MeshRenderer each material refers to a SubMesh of the configured Mesh
- UI: CanvasRenderer now takes a Mesh instead of List this allows for the use of imported meshs as part of the UI
- UI: UI.Text now accounts for trailing white spaces when performing horizontal alignment
- WebGL: Make release builds always fully optimized
- Windows Store Apps: AppCallbacks.LoadGfxNativePlugin has been deprecated. All plugins that are in the project and set to build for a given platform are now loaded automatically. The function still exists and does nothing, but it will be removed in a future Unity version