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-5.2.1f1.exe · 672.77 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:
Features
- iOS: iOS9 app slicing support.
- iOS: iOS9 on demand resource support.
Improvements
- Android: On some devices Screen.dpi returns more accurate values.
- Editor: Added progress bar while decrypting downloaded Asset Store packages.
- Graphics: Added overloads to CommandBuffer.SetRenderTarget() to allow specifying a target mip level and cubemap face.
- Improved ETC1 based policy for grouping of sprites on an atlas.
- iOS: Added frameworks new in iOS 8.0 to 9.0 to the plugin importer UI.
- iOS: Added support for iPad launch screens
- iOS: Exposed option in Player Settings to temporary disable Application Transport Security checks in iOS 9.0.
- iOS: Now support access to iOS9 data assets within asset catalogs via virtual filesystem.
- Networking: Added NetworkManager.UseExternalClient() function that allows the NetworkManager to use a client object created externally to the NetworkManager instead of using StartClient(). This was required to use custom NetworkConnection classes with connections made by the NetworkManager.
- VR: Oculus: Upgraded to 0.7 dependencies.
Changes
- iOS: Use launch screens as primary source for splash images.
- VR: For Windows Oculus Development, the Oculus 0.7.0.0 runtime is required in order to run in VR mode. Future releases will also require this runtime going forward.
Fixes
- 2D : Fixed memory leak when using Sprite object field in custom inspector.
- 2D: Clamp sprite pivot values (-100k to 100k) now instead of accepting any value (including infinity).
- Analytics: Fixed data dispatcher to send data after airplane mode is turned OFF on iOS.
- Android - Fixed fallback to Gamma color space rendering for projects that are configured to use linear rendering.
- Android - Fixed status bar not shown and touch offset on Kitkat+ when using native activity.
- Android: Fixed INTERNET permission on Android even if there are no network calls in the scripts.
- Android: Fixed sensor compensation issue affecting devices when rotated180 degrees.
- Android: Removed some egl errors from the log when probing for GLES API level.
- Android: Fixed performance regression when using native rendering plugins.
- Animation: Fixed an issue whereby animation window was still recording when scene was saved.
- API Updater: Fixed crash in AssemblyUpdater when a type had methods with names starting with get_/set_ .
- Asset Loading: Now allow extension dlls to be imported outside of project folder.
- AssetBundle: Fixed the issue that sometimes several AssetBundles would have same internal name.
- Bug Reporter: Fixed email field not being saved on Windows 10.
- D3D12: Fixed a crash when using compute buffers.
- D3D: Fixed broken positioning of render when upscaling to native desktop resolution.
- D3D: Mouse coordinates no longer go out of bounds when upscaling to desktop resolution.
- Deployment Management: Fixed OSX non development players crash on startup.
- Editor: Added a printed warning to the gameview if there is no fullscreen camera present.
- Editor: Fixed 'Access denied' error on Windows when trying to move readonly files.
- Editor: Fixed an issue where calling EditorWindow.GetWindow() too early could cause the editor to crash.
- Editor: Fixed A bug when opening new project threw "Moving file failed" dialog on Mac.
- Editor: Fixed scene view picking when in linear mode.
- Editor: Fixes crash when exiting play-mode with Alphabetical Sort enabled.
- Editor: Made sure blendShapes normals were not imported if None was set in Import Setting.
- Editor: Save correct quality settings when quitting Unity editor during the play mode.
- Editor: Slowdown in Project window with Unity 5.
- GI: Calculate atlas index offset correctly when snapshotting a scene.
- GI: Fixed the case where GI file not found errors were displayed when upgrading project to Unity 5.2.
- GI: Fixed a crash when moving reflections probes in GI visualisation views.
- GI: Fixed loading a LightmapSnapshot.asset with realtime GI data. The issue was introduced in 5.2.0p1.
- Graphics: Fixed global shader property changes done from Light CommandBuffers not affecting later rendering (5.2 regression).
- Graphics: Fixed regression on GetNativeTextureID
- IL2CPP: Added support for access default parameter values via reflection.
- IL2CPP: Allow a cast of T[] to IList (where BaseT is a base class of T) to work correctly.
- IL2CPP: Allow il2cpp.exe to work if a '#' character is in the installation path.
- IL2CPP: Allow WebRequest to work with IPv6 addresses.
- IL2CPP: Corrected a code generation error with the JsonFX library with the error message: "not implemented on non-abstract class".
- IL2CPP: Corrected an error in the negation of a float converted from an unsigned integer.
- IL2CPP: Corrected C++ code generation when a struct inherits from a generic interface.
- Il2CPP: Corrected the behavior of Marshal.OffsetOf for structures with explicit packing.
- IL2CPP: Implemented the correct rounding behavior (banker's rounding) for the Math.Round method.
- (661630), (690171) - IL2CPP: Implemented the CustomAttributeData.GetCustomAttributes methods for attributes with a default constructor.
- IL2CPP: Prevent a NullReferenceException exception from being thrown in the KeyValuePair ToString method when the value is a reference type.
- IL2CPP: Prevent a used block from being marked as dead during conversion if it is immediately after a try block with an explicit leave opcode.
- IL2CPP: Prevent the exception "MissingMethodException: No constructor found for System.Resources.RuntimeResourceSet::.ctor(System.IO.UnmanagedMemoryStream)" from occurring when the TZ4NET assembly is used.
- IL2CPP: Allow GetCurrentProcess to work.
- IL2CPP: Allow il2cpp.exe to run when its installation path includes a '#' character followed by a space character.
- IL2CPP: Corrected a KeyNotFoundException during code generation in the VTableBuilder.GetVirtualMethodTargetMethod method of il2cpp.exe.
- IL2CPP: Corrected Marshal.OffsetOf when using enums fields with FieldOffsetAttribute
- IL2CPP: Ensure methods needed for enum arrays are converted.
- IL2CPP: Fixed assert on socket error.
- IL2CPP: Fixed comparison to Epsilon.
- IL2CPP: Fixed error when using 64-bit Interlocked operations on 32-bit devices.
- IL2CPP: Fixed pinning of structures with ExplicitLayout.
- IL2CPP: Fixed reading pointers with multiple levels of indirection.
- IL2CPP: Fixed unsafe pointer to struct assignment.
- IL2CPP: Fixed various performance issues by doing less type initialization at startup.
- IL2CPP: Implemented the IsTransparentProxy icall, which always returned false.
- (710797), (705882) - IL2CPP: Prevent a type T from being stripping if it is used an GenericClass field in a MonoBehavior or ScriptableObject that is already being preserved.
- IL2CPP: Speed up retrieving classes by name.
- iOS/IL2CPP: Completed the IPv6 implementation.
- iOS: Fixed append regression when certain splash screens are changed after initial build.
- iOS: Fixed path stripping when trailing characters are present
- iOS: Fixed touch screen keyboard when switching between single/multi line.
- iOS: Fixed WWW crash when not keeping reference to instance.
- iOS: Fixed interop of OpenGL ES and Siri overlay
- iOS: Fixed iOS 9 side by side multitasking. It will work only if target resolution is native and it's not being overridden via script.
- iOS: Fixed multitasking snapshot creation.
- iOS: Fixed numerous issues on iOS7 related to restoring app from background.
- iOS: Fixed system dynamic font support on iOS 9 where only the first font could be read from certain font collections and font substitutes, as identified by the OS, were not handled.
- iOS: Fixed WWW not reporting error in some cases (like no networking available).
- Lightmapping: Fixed lightmap UV generation to be identical across platforms.
- Mecanim: Allow SMB function call even when Animator is disabled but updated manually by user.
- Mecanim: Fixed a crash when reimporting animations used in an overridecontroller.
- Mecanim: Fixed a crash when setting an Override Controller with no controller to override.
- Mecanim: Fixed memory leak with Animator.
- Mecanim: Fixed null reference when creating transition to an empty state machine.
- Mecanim: Fixed Transition inspector not showing the proper transition.
- Mecanim: Fixes crash when having an OnStateMachineEnter on first eval.
- Networking: Fixed scene objects with NetworkTransform not synching.
- Networking: Prevent adding network connections that are not ready as observers.
- OpenGL ES: Fixed missing 1x1 mip levels in textures.
- OpenGL: Fixed OSX standalone crash
- OpenGL: Fixed shader compilation error when using GLSL precision qualifier.
- OpenGL: Fixed Unity shader compiler crash when compiling for OpenGL target.
- Particles: Fixed issue causing batched particles drawn after an object with negative scale to flip and become invisible.
- Particles: Fixed issue where moving emitters in the editor would cause them to emit their particles along a trajectory from their start position.
- Physics2D: Ensure that 'Infinity' cannot be specified for 2D collider offset.
- Physics2D: Stop Rigidbody2D X/Y Constraints from occasionally moving the body to the world origin.
- Physics2D: Stop trigger-contacts being reported early when using continuous collision detection.
- Physics: Fixed SliderJoint2D motor-speed backwards compatibility prior to 5.1.1p3.
- Plugins: Editor would report incorrectly that native plugin is colliding with itself.
- Profiler: Fixed Rendering detailed stats. Stats for Draw Calls and Total Batches were previously swapped.
- Profiler: Show profiler statistics of manually rendered camera.
- Samsung TV: Fixed "Unknown Platform" error when passing "Samsung TV" to AudioImporter.ContainsSampleSettingsOverride.
- Samsung TV: Fixed issue where Development builds would inappropriately report security errors.
- Samsung TV: Fixed issue where some textures would not display properly on 2013 TVs.
- Scripting: GL.IssuePluginEvent(eventID) is now obsolete.
- Shaders: Fixed GrabPass missing game view viewport offset in the editor.
- Shaders: HLSL shader compilation fIxed floating point division by zero by initialising x components of surfIN members to 1.0.
- SpritePacker: Prevent Sprite Packing called randomly due to bug in hash Generation.
- Tizen: Fixed crashes on launch of Tizen projects.
- Tizen: Fixed Tizen Store certification errors.
- Tizen: Implemented an API to retrieve the window handle.
- Tizen: Improvements to error messages.
- UI: Fixed crash related to using multiple materials / submeshes on UI elements.
- UI: Fixed ScrollRect causing immediate child view with LayoutGroup to not get layout callbacks.
- UI: Fixed issue where Selectables (image, toggle, etc) would hold a reference to a sprite when a new scene was loaded. This would lead to the sprite staying in memory even if the reference was not in the new scene.
- UI: RawImage component now uses the same vertex generation code as normal image components fixing a slight vertex offset error.
- Universal Windows Apps: Fixed crash in WebcamTexture.
- Universal Windows Apps: Fixed plugin processing.
- Universal Windows Apps: Splash screen is correctly resized with app window.
- Version Control: Do not use cached status for checking editability in VCS.
- VisualStudio - Fixed a bug where VisualStudio could fail to open if it was busy while Unity was trying to open it.
- VR: Fixed point light rendering issue with deferred renderer.
- VR: Fixed regression with linear lighting and anti aliasing on windows.
- VR: Fixed GearVR plugin issue. GearVR builds now render properly.
- VR: GearVR: Fixed gles20 rendering crash.
- VR: Overall stability improved.
- Windows Phone 10: Fixed an issue whereby the touchscreen keyboard was not working.
- Windows Phone: Fixed RuntimeInitializeOnLoad to support WP8.1.
- Windows Store Apps: App window is correctly activated with independent input source enabled.
- Windows Phone 8: Fixed an issue with build and run for projects with spaces in their names.
- Windows Store Apps: Fixed invalid IL code in UnityEngine.Networking.dll.
- Windows Store Apps: UnityEngine.pdb file is installed along UnityEngine.dll.
- WSA/UWP: Hide D3D11 warning D3D11_MESSAGE_ID_SETPRIVATEDATA_CHANGINGPARAMS.
Known Issues
- Scene view picking in linear color space does not work for DX11 in 2x MSAA (quality: fantastic). The workaround is to set quality to less than "fantastic". This issue will be fixed in a future patch release.