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-5.2.2f1.exe · 688 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:
Improvements
- Debugger: The port number the debugger listens on is now printed to the editor log.
- Graphics: Disabled fancy blurring of cubemaps for runtime updated reflection probes on OpenGL ES 2 devices.
- IL2CPP: Optimize System.Reflection access to metadata.
- IL2CPP: Reduce initialization time of IL2CPP scripting backend.
- iOS: Added DeviceGeneration Enums for iPhone6S, iPhone6S Plus, iPad Pro 1st Generation, and iPad Mini 4th Generation.
- iOS: Added Xcode 7 GM and Xcode 7.1 Build & Run support.
- iOS: Enabled SSL for HWStats analytic reporting.
- iOS: Simulator running on IL2CPP now will be 64 bit.
- MonoDevelop: Added missing documentation tool-tips for methods with optional/default arguments. Removed mark-up from documentation tool-tips.
- Tizen: Implemented Application.internetReachability.
- Tizen: Implemented Sleep.screenTimeout.
- Tizen: Implemented TouchScreenKeyboard.area.
- UI: Added new helper function to VertexHelper to set streams of Vertex in any order.
- UnityAds: Updated native binaries to version 1.5.2.
- VR: Oculus Plugin has been updated.
- VR: Support for DRM content.
- WebRequest: Better memory tracking in DownloadHandlers now.
Changes
- Installers: Updated the EULA.
- Substance: Removed support for Unity 3.x metafiles for SBSAR files. The associated .meta files should be manually deleted and the materials recreated after reimporting the SBSAR assets.
- Visual Studio Integration: No longer open unity documentation html in visual studio when opening it, since VSTU supports doc searching out of the box.
- 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: Exposed alpha texture api for atlases compressed with ETC1.
- Android: Fix for missing SpeedTree leaves when using and 'best' quality wind zones on Adreno 3xx with OpenGL ES 3.0.
- Android: Fixed a problem where Plugins/Android/res wasn't bundled with the application.
- Android: Fixed an issue where passing large JNI arrays would cause a local reference table overflow.
- Android: Fixed crash in ASTC encoder.
- Android: Fixed MSAA on newer Mali drivers such as SGS6.
- Android: Fixed reported texture size in profiler for formats that are decompressed during upload.
- Android: IL2CPP - Fixed compilation on DLLs with spaces.
- Android: IL2CPP - Fixed crash on startup when OBB is enabled.
- Asset Loading: Serialisation errors that produce "serialisation layout mismatch" errors will now attempt to include the name of the root type being serialised when the error was encountered.
- Build Pipeline: Fixed warning message "Failed to add the asset file size for filename".
- D3D11: ChangeDisplaySettings(..., CDS_TEST) causes stuttering on nvidias. Use DXGI instead.
- Direct3D 11: Changing resolution through script will not stretch the screen anymore.
- Editor: Fixed "Ctrl" click on object selects another object in scene view.
- Editor: Fixed background object getting selected instead of the one in the front.
- Editor: Fixed baking navmesh while building lighting.
- Editor: Fixed crash when opening Frame Debugger that was happening on some machines (mostly Macs with NVIDIA GPUs).
- Editor: Fixed crash when trying to build Universal Windows 10 Apps, but Windows 10 SDK is not installed.
- Editor: Fixed Gizmos.DrawLine rendering with random colors when 3D Icons is turned off.
- Editor: Fixed HideFlags.DontSaveInBuild and HideFlags.DontUnloadUnusedAsset being swapped.
- Editor: Support nested scene loading after introducing multi-scene-editing.
- Editor: The selected platform is now properly switch when launching Unity through the command line with the –buildTarget switch.
- FinalGather: "Template function should be specialized" error thrown when baking.
- Mecanim : Fixed Humanoid layer mask not working with AnimatorControllerPlayables.
- Fixed issue with inputfield caret/ highlight not displaying
- Fixed issue with launching both MonoDevelop and Xamarin Studio when external script editor is set to Xamarin Studio on OSX.
- Fixed Unity crash when inspecting UnityEditor.VersionControl.Asset while debugging.
- Fixed: Cache Server crashes on command 'nc -zv'
- GI: Fixed crash when switching scenes in specific circumstances.
- GI. Fixed crash when generating lightmaps.
- GLES: GLLEGACY: Fixed: glClear doesn't obey viewport, so render a quad instead when doing a non-fullscreen clear.
- GLLEGACY: Fixed: readpixels needs workaround for MSAA.
- Graphics: Do not return pre-created RenderTextures from RenderTexture.GetTemporary; makes it possible to set useMipMap on them again.
- Graphics: Fixed an issue whereby static batching didn't work in the Editor when scenes were loading from scripts e.g. Application.LoadLevel()
- Graphics: Fixed resolution switches sometimes incorrect in DX11.
- Graphics: Fixed UI disappearing when triggering a resolution change in DX9 standalone.
- Graphics: Texture2D.format shows ARGB on RGB texture format.
- Home Window: Make survey only show correct questions.
- IL2CPP: Allow default parameter values for nullable types to be converted to C++ correctly.
- IL2CPP: Convert I18N.dll assemblies if they are present to avoid not supported exceptions for some code pages.
- IL2CPP: Corrected method collection in editor to preserve defining class rather than invoked class in some cases.
- IL2CPP: Corrected the behavior of Array.SetValue and Array.GetValue for integer values used with an enum array.
- IL2CPP: Corrected the generated C++ code when MonoPInvokeCallback is used to specify a type which has marshaling directives. The marshaling directives from that type will be used, and a compile error in the generated C++ code will no longer occur.
- IL2CPP: Ensure IL2CPP generates valid numeric identifiers under all system languages.
- IL2CPP: Ensure PreserveAttribute on type preserves default constructor.
- IL2CPP: Fixed a crash in the il2cpp::icalls::mscorlib::System::Reflection::MonoMethod::get_base_definition method.
- IL2CPP: Fixed Directory.GetFiles using search pattern with embedded '*'.
- IL2CPP: Fixed race condition when accessing attributes.
- IL2CPP: Generate correct C++ code when an extension method as a constrained generic type which is another generic type defined in a different assembly.
- IL2CPP: Include assemblies referenced only by prefabs in the Resources folder in the build.
- IL2CPP: Prevent a possible deadlock when using System.Threading.ReaderWriterLock.
- iOS: Fixed Game Center authentication crash on iOS 9.0.
- iOS: Fixed memory leak when changing orientation.
- iOS: Fixed some corner cases of AA and image effects on OpenGL ES.
- iOS: Made iAD code more robust on ios9: Fullscreen Ads now work and Banners do not crash on destruction.
- iOS: Pick 2-nd stage splash screens from asset catalogs when possible.
- iOS/IL2CPP: Implement host name resolution with IPv6
- iOS/IL2CPP: Prevent a crash that occurs when using Unity Ads and GameCenter together.
- LegacyShaders: (Self-Illumin) No Emission (Lightmapper) component after Unity 5.
- Linux: Handle failure to create input method / input context on startup.
- Linux: Ignore driver-reported joystick axes with invalid range / fix mapping for these devices.
- Linux/Tizen/STV: Fixed "special" characters (e.g. &) in player pref names.
- Mecanim : Animator parameter gets 0/false value when animator not enabled.
- Mecanim: Fixed AnimationEvents fired on animations that are weighted-out.
- Mecanim: Fixed Animator memory being cleared when disabling the component the same behaviour as before 5.2b5 do not clear animator memory when only the animator.
- Mecanim: Fixed Animator::Play generating invalid AnimationEvent invocations.
- Mecanim: Fixed Animator.GetParameter throwing exceptions.
- Mecanim: Fixed Animator.Play not working when AnimatorController.
- Mecanim: Fixed AssetBundle created from 5.1 crashing in 5.2.
- Mecanim: Fixed bad 1st frame when enabling Animator.
- Mecanim: Fixed blending of rotations beign broken in some situations.
- Mecanim: Fixed crash when Animator.speed is set to zero during transition.
- Mecanim: Fixed crash when calling Animator.GetCurrentAnimatorClipInfo during an interrupted transition.
- Mecanim: Fixed crash when calling Update() from OnStateEnter.
- Mecanim: Fixed crash when changing Animator.updateMode in PlayMode.
- Mecanim: Fixed crash when modifying in Playmode an AnimatorController used in Playable.
- Mecanim: Fixed crash when multiple triggers happen on the same frame.
- Mecanim: Fixed crash when setting invalid OverrideController.
- Mecanim: Fixed crash when switching to empty controller.
- Mecanim: Fixed crash with WriteDefaultValues set to false on an empty state.
- Mecanim: Fixed game object with override controller not showing the base controller when selecting the GameObject.
- Mecanim: Fixed IK not applied on feet when last layer does not have Foot IK active.
- Mecanim: Fixed issues with Animator view synchronization.
- Mecanim: Fixed parameters not being evaluated when AnimatorController used in Playable.
- Mecanim: Fixed transition to empty state on layers not driving layer weight.
- Networking: Fix for 'aissp' error is thrown on the server side when a client disconnects.
- Networking: Fix for server websocket crashing in release mode.
- Networking: Fixed Editor crashes on websocket disconnect.
- Networking: Fixed: UNET doesn't check message length correct.
- Networking: Fixed: User can create packet larger then defined in global config.
- Networking: Fixed: User can set MinThreadAwakeTimeout to 0
- Networking: Setup network authority properly for scene objects, and made NetworkTranform handle multiple authority changes.
- Networking: Support for UNet HLAPI on WebGL platform.
- Networking: Added useWebSockets field to NetworkManager and NetworkServer. When this is checked, the system will listen for WebSocket connects instead of the normal UNet Transport layer connections. This allows WebGL clients to connect to the server.
- Networking: Fixed DNS issues using UNet on WebGL platform.
- Networking: Fixed HLAPI update pump function on WebGL platform.
- OpenGL & OSX: Fixed scene view picking when AA is enabled.
- OSX: Fixed external texture crash with OpenGL2 device.
- OSX: Fixed Input.GetKey and Input.inputString not working.
- Particles: Fixing culling issue when SetParticles was called from script with 0 lifetime.
- Physics: Added PlatformEffector2D.sideArc to replace PlatformEffector2D.sideAngleVariance as well as adding the missing gizmo for sides.
- Physics: Fixed changes made to wheel collider's properties in Update causing wheel collider to twitch due to interpolation.
- Physics: Fixed scaling of cars that had center of mass not at the Rigidbody's origin.
- Physics: Restore the Rigidbody2D linear-velocity after a Rigidbody2D.MovePosition has completed.
- Samsung TV: Fixed problem where GUI controls would become unresponsive.
- Script Debugging: Fixed issue with stepping in switch statements.
- Script Debugging: Fixed occasional Unity crash when stepping many times in a row and then hitting a breakpoint.
- Script Debugging: Fixed rare Unity crash when stepping.
- Script Debugging: Fixed stepping over Resources.Load and other Unity API methods that use serialization.
- Script Debugging: Fixed Unity crash when trying to evaluate generic methods that return an array of the generic type. Such as GameObject.GetComponents().
- Script Debugging: Fixed Unity crash when trying to step after pause.
- Script Debugging: Fixed Unity crash when debugging with Visual Studio Tools for Unity 2.1.
- Scripting: 'Editor' folders inside 'Plugins', 'Standard Assets' and 'Pro Standard Assets' no longer need to be at the root of those directories.
- Scripting: Don't crash in mono_metadata_free_type when handed a null type instance.
- Scripting: Fixed Unity crash when assembly references type in another assembly that is not present in the project.
- Shaders: Fixed a crash that could happen when loading legacy shaders.
- Shaders: Fixed the surface lighting model (alpha:auto) picking incorrect blend mode (alpha:premul) in legacy lighting functions.
- Substance: Cached data written to disk by 32b and 64b players are now the same.
- Substance: Fewer texture computations should now occur at the end of an asset import, which speeds up material instance addition/deletion.
- Substance: Fixed auto-setting of emissive-related properties when importing materials with emissive outputs.
- Substance: Fixed inspector sluggishness when a lot of visibleIf expressions are present (B2M for instance).
- Substance: If unassigned, the _MainTex shader slot is now only auto-filled if nothing else was assigned to the current shader.
- Substance: ProceduralMaterials should now be correctly rendered after a color space switch.
- Substance: Re-importing a ProceduralMaterial should no longer cause its texture thumbnails to disappear.
- Substance: Runtime-instantiated ProceduralMaterials now update their own textures.
- Substance: Standalone builds will no longer crash when trying to read cache data created by prior builds.
- Substance: Storage size is now correctly reported for ProceduralTextures.
- Substance: Unapplied import settings being discarded will cause an apply/revert dialog box to be displayed.
- Tizen: Deploying from Tizen SDK 2.3.1 is now supported.
- Tizen: Fixed a bug preventing the system notification bar from working.
- Tizen: Fixed a couple issues with audio using too much CPU time when Unity apps are in the background.
- Tizen: Fixed an issue where the audio thread would still do work when an app was in the background or the device locked.
- Tizen: Fixed an issue with some keys on the software keyboard not working as expected.
- Tizen: Fixed WWW class failures when using https
- Tizen: Hide the textfield cursor to match behavior of our other mobile platforms.
- Tizen: Resolved double keyboard input issue.
- UI: Added [DisallowMultipleComponent] to Mask, RectMask2D, ScrollRect, and ToggleGroup
- UI: Added clear function to vertex helper.
- UI: Big fixes to GC pressure. We were non optimally creating garbage in the UI system when we should not have been.
- UI: Do not render elements with an alpha == 0 or color.a == 0.
- UI: Ensure that when a mask is disabled it does not filter pointer events.
- UI: Fix for multiple InputFields in a scene having a text being input in one field incorrectly changing the display of other fields while the keyboard is open.
- UI: Fixed an issue where canvas initialization order was 'important' (it should not be). This was causing elements to be located on the wrong part of the screen.
- UI: Fixed an issue where raycast result had the wrong ID which would break sorting.
- UI: Fixed bad memory leak in canvas rendering caused by index buffer growing when it is not meant to.
- UI: Fixed crash in best fit text rendering when canvas scaler has a scale of 0.
- UI: Fixed crash on Mac when exiting play mode with a maximized game view.
- UI: Fixed editor hang when attempting to cache a calculated font size > 500 as a result of a canvas scaler.
- UI: Fixed performance regression in the UI system caused by accessing a mesh repeatedly. Fix is to use the UI helper class and only finalize to mesh as the last step. We've had to add a backwards compatibility flag to Graphic for determining if we should use mesh (now legacy) or VertexHelper. Both code paths work, but the new one is faster if you are using effects.
- UI: If the parent canvas changes update the drawing matrix to match.
- UI: Image will now use the white texture again if no texture is specified.
- UI: Invalid graphics need to clear the VertexHelper instead of using previous data.
- UI: Make sure the VertexHelper for Filled sprites are cleared before trying to add new data.
- UI: Removed arbitrary limitation on the number of vertices generated by an image set to tiled mode.
- UI: Return the correct Canvas rectangle when using nested canvases. We were returning the incorrect Canvas rectangle previously.
- UI: Set velocity to 0 when a ScrollRect is disabled.
- Universal Windows Apps: Assembly-CSharp projects are generated in subfolder so they wouldn't conflict with other projects in the root folder.
- Universal Windows Apps: AssemblyConverter will correctly find Windows.winmd file when patching assemblies.
- Universal WIndows Apps: Fixed compilation error which happened with extension APIs.
- Universal Windows Apps: ReferenceRefwriter will correctly find *.winmd files from C:Program Files (x86)Windows Kits10References.
- Universal Windows Apps: Removed APIs from WinRTLegacy which were reintroduced by Microsoft in .NET Core 5.0. This should fix errors where same class is implemented both in WinRTLegacy.dll and System.*.dll .
- Unregister http request callbacks on WWW destruction.
- Version Control: Fixed slowdown in editor when connected to a version control backend e.g. Perforce or Plastic SCM.
- Visual Studio Integration: More robust error checking & retry logic when opening visual studio.
- Visual Studio Integration: On mac, no longer ignore UnityVS assemblies in the assetsfolder, so that win->mac debugging works again
- VR: Changing renderscale now reallocates to desired texture size in all cases.
- VR: D3D11 adapter ID now used to identify device if disconnected.
- VR: Fixed anti aliasing on Samsung Galaxy S6 GearVR.
- VR: Fixed aspect ratio value not correctly being set on Camera component. Also fixes reflections when tilting.
- VR: Fixed Camera.stereoMirrorMode bug where right eye would display black or last frame when in mirror mode. Now displays left eye Image.
- VR: Fixed play mode crash when using MSAA on OSX.
- VR: Fixed startup crash when using D3D11.
- VR: Fixed VRSettings.showDeviceView showing the last frame in the VR headset. Now clear's to camera's background color.
- VR: Fixed vsync disable not working correctly.
- VR: Fixed Multithreaded Rendering crash on GearVR.
- VR: Removed extra blit from PC rendering path.
- WebGL: Workaround for IndexedDB not available in Firefox when running in iframe.
- WebRequest: Asset bundle loading.
- WebRequest: Some headers are missed in the response.
- Windows Phone 8: Fixed an issue affecting build and run for projects with spaces in their names.
- Windows Store Apps: AssemblyConverter fixes for array handling and assembly resolving.
- Windows Store Apps: Fixed AssemblyConverter incorrectly picking native dll's, when there's winmd with same name.
- Windows Store Apps: Unity will correctly generate Universal 8.1 projects, VS 2013 and VS 2015 should open them correctly.
- Windows Store: Back button will be consumed in Universal Windows 10 Apps, you can detect with Input.GetKey(Keycode.Escape)
- Windows Store: BuildPipeline.BuildPlayer works with relative paths.
- Windows Store: Correctly generate Visual Studio project when product name begins with number or contains symbols '(' or ')'.
- Windows Store: Default font is loaded from system folder.
- Windows Store: Fixed crash in Universal Windows 10 apps when you click in the UI text field.
- WSA/UWP: Fixed black screen when using Linear Color Space and Anti Aliasing.