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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-5.3.1f1.exe · 653 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:
Features
- Analytics: Added support for fetching GoogleAdsId via new API RequestAdvertisingIdentifierAsync.
- tvOS: Added Apple TV support. Look for tvOS build target to try it. Enjoy!
- VR: Added support for VR Application Focus. All VR Players are now forced to Run in the background.
Improvements
- Graphics: Optimized performance of setting up shader blend/depth/raster/stencil states. This is mostly visible when using deferred rendering.
- Graphics: Added client/worker multithreaded rendering support to OS X Metal.
- IL2CPP: Added support for the MethodImplOptions.NoInlining option to prevent methods in the generated C++ code from being inlined.
- iOS: Use new Game Center APIs when possible.
- JsonUtility: Serialize Color32 fields as separate RGBA values instead of a binary blob.
- Networking: Added a warning for NetworkIdentity on child game objects.
- Networking: Added dontListen flag to NetworkServer. This is useful when running in single-player or offline mode, but as a Network Host. RuntimeInitializeOnLoad now fires more consistently when entering playmode in the Editor and playing at Runtime.
- SceneManagement: Added SceneManager.UnloadScene(Scene) making it easier to unload a scene if you already have a reference to it.
- Substance: Substance textures cached to disk/flash are now LZ4-compressed, old caches are discarded.
- Substance: SubstanceImporter.ExportBitmaps is now public.
- Substance: ExportPreset was added to the ProceduralMaterialInspector's context menu.
- Substance: When importing a SBSAR file, the metallic workflow is now picked up by default if the material has the right outputs, even if it also has the right outputs for the specular workflow. Previously, if the material had the right outputs for the metallic and the specular workflows, then the specular workflow would be selected.
- VR: Optimized Oculus to start CPU work for next frame while Rendering the current frame.
Changes
- Samsung TV: Added Ignore BG Alpha Clear checkbox to Resolution section of Samsung TV player settings. This will disable the clearing of the alpha value for the background fill allowing for blending between Unity's render layer and the layer behind.
Fixes
- Relevant fixes from Unity 5.2.4 are also included into 5.3.1.
- Android: AndroidJNI - fixed crash when no params passed to AndroidJavaProxy with AndroidJNIHelper.debug set to true.
- Android: Buildpipe - don't run dex if exporting the project.
- Android: Buildpipe - don't unpack AARs if exporting the project.
- Android: Fixed 5.3 performance regression in dynamic batching.
- Android: Immersive - fixed black bar in the bottom on Android M and L.
- Android: Workaround for OpenGL ES 3.0 shader compiler issues on Adreno 3xx.
- Animation: Fixed 1st frame of Animation displaying default state of the object.
- Animation: Fixed AnimationClip dependency collection not working for AnimatorControllers.
- Core: Fixed multithreading related memory allocations; removes a number of JobAlloc.Overflow instances in profiler.
- Editor: Fix for prefab modifications making the scene dirty immediately after loading.
- Editor: Fixed restoring Hierarchy View after exiting the Avatar Editor or running Editor tests.
- Editor: Stopped exponential growth of the undo stack when undo-redoing selection changes.
- Editor Webview UI: Right click in text input would show a blank menu on windows 8 and 10.
- GI: Fixed a problem where Final Gather was always being recomputed.
- GI: Remove CPU cost of Enligten Post Update when there is no realtime GI.
- HomeWindow: Fixed Home Window closing after sign-in if cache is empty.
- HomeWindow: Fixed black screen on 32-bit Windows.
- IL2CPP: Avoid duplicate data files in iOS packages.
- IL2CPP: Fixed an issue which caused "callback cannot take parameters" error message if there was a DLL in the project that inherited from animation state machine classes, but project did not use animation.
- iOS: Disable the toggle for 'Show Unity Splash Screen' if user does not have a Pro license.
- iOS: Don't crash when social platform API is used incorrectly.
- iOS: Don't incorrectly cache social platform local user auth status.
- iOS: Ensure that game center authentication callback is called once.
- iOS: Fixed achievement completion banner display.
- iOS: Fixed crash on iOS 6.0 devices.
- iOS: Fixed hidden portion of multiline text area so users can view the last line of text.
- iOS: Fixed ODR progress reporting.
- iOS: Fixed WWW connection redirect functionality.
- iOS: Don't override iPod music when corresponding player setting is not set.
- iOS: Send focus events when entering and exiting game center dialogs.
- iOS: Update remote notification callback API.
- JsonUtility: Fixed memory leak when FromJson() throws exceptions.
- Linux: Fixed crash on shutdown.
- Linux: Work around crash when FMOD can't detect available audio drivers.
- Mecanim: Fixed an error in the Animator inspector when selecting multiple files.
- Mecanim: Fixed Animator.CrossFade failing when already crossfading.
- Mecanim: Fixed crash when deleting game object with rendering effect during play mode.
- Mecanim: Fixed Euler angles not being displayed as animated in the transform inspector.
- MonoDevelop: Display error dialog if GTK# is not installed on Windows.
- MonoDevelop: Fixed issue with MonoDevelop not starting on OSX if installed in /Applications and user is not admin.
- Networking: Added check for too-large buffer.
- Networking: Added error message when [SyncEvent] used with UnityEvent.
- Networking: Better scene slot handling in NetworkLobbyManager.
- Networking: Fixed: Can't set registered spawn prefab to null.
- Networking: Exception in editor for NetworkTransform in preview window.
- Networking: Fixed LargePacket warning during RelayServer games.
- Networking: Fixed NetworkHash128.ToString() error when string has embedded zeroes.
- Networking: Fixed NetworkManager singleton management regression issue.
- Networking: Fixed numPlayers on NetworkManager.
- Networking: Fixed slow compilation with many ClientRpc functions.
- Networking: Fixed SyncLists becoming invalid after host migration.
- Networking: Fixed SyncLists losing registered callbacks when scene changed.
- Networking: Fixed UNetWeaver build error when a SyncListStruct contains a field and array of the same type.
- Networking: Fixed UNetWeaver error with 15 SyncVars in a NetworkBehaviour.
- Networking: Fixed warning message from NetworkAnimator in editor.
- Networking: Handle script reloads while network is active. This shuts down the network properly, and if there is a NetworkManager, switches to the offline scene.
- Networking: Fixed host migration error when no players.
- Networking: Fixed log spam when profiler window open after deleting network host.
- Networking: Fixed network operations stats not resetting when 'clear' is pressed.
- Networking: NetworkManager HUD updated to not allow MM use.
- Networking: Scene slots of NetworkLobbyManager broken after project upgrade.
- Networking: Unable to restart host after reloading scripts while in play mode and running as host.
- Networking: Wrong item index for SyncList add operation.
- OpenGL Core: Work around desynchronization of default vertex array with active GL context.
- OpenGL ES: Fixed occasional omitting of precision specification in shaders.
- Particles: Fixed crashes when deleting meshes used by a particle system.
- Particles: Fixed graphical corruption when rendering particle meshes with different vertex sizes.
- Particles: Fixed vertex normals, 5.2 regression.
- Particles: Fixed scale when in Local billboarding mode.
- Particles: Improved script API example documentation.
- Particles: Improved particle multi-threading performance.
- Physics: Ensure that Joint2D CollideConnected is correctly upgraded to EnableCollision for all joints.
- Plugins: Fixed invalid assert when there's a plugin containing 'UnityEngine.dll' inside its name, e.g. Something.UnityEngine.dll.
- SceneManagement: Fixed crash caused by loading a scene additively in the same frame as unloading the active scene, if there are no other scenes loaded.
- SceneManagement: Fixed unloading a scene using the full path.
- Scripting: Log error instead of crashing when Start() like methods are defined as generic.
- Shadows: Correctly handle custom off-center projection matrices for directional lights.
- Substance: Changing the random seed of a DoNothing material that has not been generated yet does not cause its textures to be generated anymore.
- Substance: Cloned ProceduralTextures now inherit the color space of the source texture.
- Substance: Exported preset strings now have a valid package URL, label, and description, and can now be loaded in Substance Player.
- Substance: isProcessing now works correctly for BakeAndDiscard materials and for cloned materials.
- Substance: The Substance part of BakeAndDiscard materials could sometimes remain in the standalone builds.
- TreeEditor: Fixed crash on adding branch nodes under GLCore devices.
- UI: Fixed dropdown menu not being displayed when Time.timeScale is set to 0.
- UI: Fixed incorrect culling when a MaskableGraphic had a negative scale value inside of a mask.
- UI: Multiple display support disabled on all platforms except WiiU and 3DS. This will be re-enabled once the non-native resolution bug is fixed.
- UI: Unity GPU profiler now correctly accounts for UI draw calls.
- Windows Store Apps: Added bluetooth capability.
- Windows Store Apps: Fixed AppCallbacks::UnitySetInput throw ClassNotRegisterred exception on UWP.
- Windows Store Apps: Fixed touch screen keyboard not opening after dismiss via X button.
- Windows Store Apps: Fixed Unity splash screen not showing.
- Windows Store Apps: Modify template sources while still in StagingArea, to prevent issues if Visual Studio is open.
- Windows Store Apps: SpriteState is now correctly serialized.
- Windows Store Apps: Use current orientations on startup, only populate manifest from Player Settings.
- Windows Store Apps: When building to SDK 8.1, you no longer need Visual Studio 2013, it's enough to have Visual Studio 2015 with Windows SDK 8.1.
- Windows Store Apps: On screen keyboard reliability fixes on Windows 10.
- Windows Store: Fixed HID controllers when targeting Windows 10 SDK.
- Windows Store: Fixed Unity producing invalid Visual Studio project files if Windows 10 SDK 10.0.10586.0 is installed
- Windows Store: Fixed WinMD references in generated C# projects when building a project with "C# projects" checkbox checked.
- Windows Store: Soft shadows now work correctly on ARM devices with D3D feature level >= 10.0.
- WindowsInstaller: Detect Unity version from the current install path, instead of using the Windows Registry.
- WindowsInstaller: The /D command line option in the Documentation and TargetSupport Installers is correctly handled now.
- WinRT/IL2CPP: Remove compiler warnings in generated C++ code.