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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-5.3.3f1.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:
Improvements
- GI: Optimized GISceneManager.Update in order to take less processor time on scene start.
- Graphics: D3D11 native plugin API now supports obtaining native texture type underpinning a RenderBuffer.
- IL2CPP: Removed warnings from generated C++ code when compiling with clang.
- Smart TV: Correspond 2016 TV's fonts and remote controller.
- Substance: A FreezeAndReleaseSourceData() method was added to the ProceduralMaterial class. This renders the ProceduralMaterial immutable and releases some of the underlying data to decrease the memory footprint. To release even more of the underlying data, it is necessary to call Resources.UnloadUnusedAssets() afterwards. Once frozen, the ProceduralMaterial cannot be cloned, its ProceduralTextures cannot be rebuilt, nor its inputs be set.
- VR: Mask invisible pixels so GPU time is not wasted near screen edges (Oculus SDK 1.0+).
Changes
- Audio/Scripting: An optimization was reverted while fixing and which would cause memory to once again be allocated during audio callbacks.
- BlackBerry: Removed BlackBerry option from build player settings window.
Fixes
- 2D: Fixed memory leak when applying changes to sprite.
- 2D: Occlusion Culling works correctly with X/Y flipped SpriteRenderers.
- Android: Fixed internal profiler on Gear VR.
- Android: Fixed missing styles.xml files.
- Android: Fixed remote frame debugger.
- Android: Marshmallow - Added the possibility to disable the permission dialog by adding metadata to the activity.
- Android: Mono - Fixed crash on startup with Unity Ads when stripping is enabled.
- Android: Timeout no longer happens when an application is sent to the background.
- Animation: Fixed a crash when changing OverrideController on Animator with no Avatar.
- Animation: Fixed a crash where assigning an override controller with no controller to override.
- Animation: Fixed changing Animator.runtimeAnimatorController while in play mode crashing the editor.
- Animation: Fixed Euler angles on rotation causing Transform to be set to NaN in some cases.
- AssetBundle: Change to use natural sorting when listing the AssetBundle names.
- AssetBundle: Fixed loading error for asset bundles built with DisableWriteTypeTree flag.
- AssetBundle: Fixed the hash collision when building AssetBundles.
- AssetBundle: Fixed the issue that LoadAsset(name) returns null if a bundle contains a prefab and another asset with the same name.
- AssetBundle: Loading multiple invalid asset bundles fails correctly now.
- AssetBundles: Fixed AssetBundle.CreateFromFile retaining file descriptor. - The previous fix was incomplete.
- Audio: Fixed mixer reverb effects getting cut off early in standalone builds.
- Audio: Avoid random crashes when using audio callbacks in scripts.
- Core: Fixed crash when game object that is a child of a missing prefab is deleted.
- Core: Improved the error message when build data files are corrupted or from a mismatched version.
- Core: Make sure persistent transforms are not added to the active scene when running in a player.
- Editor: Fixed issue of a new scripts created in Editor folder if Unity installation path contains "test" word.
- Editor: Fixed a bug where Undo recording would insert property modification on the prefab asset if it was being edited in the inspector.
- Editor: Fixed crash when entering playmode if LoadScene was called during Awake or Start.
- Editor: Fixed crash when replacing prefabs with Alt button pressed.
- Editor: Fixed editor freeze when picking in scene with many overlapping game objects.
- Editor: Fixed freeze/crash on project startup when async upload buffer is set too small.
- Editor: Fixed game object duplicates on play when reference to that game object is set in another scene.
- Editor: It is now possible to replace a prefab asset with a different prefab asset.
- Frame Debugger: Even when it was not used, it was creating some overhead in development standalone builds. Reduced that.
- GI: Fix for lightmaps in linear lighting mode looking different between the player and editor.
- GI: Fix for LoadLevel in the player causing lightmaps to become brighter when in Linear mode.
- GI: Fixed brightly coloured (green/red/white/blue) pixels appearing in the directional lightmap caused by interpolation from invalid indirect lightmap data. Note: Need to clear the GI cache and rebake to get the fixed lightmaps.
- GI: Fixed missing Ambient when "Baked GI" is disabled and "Ambient GI" is set to Baked.
- Graphics: Fixed a crash in the editor when switching graphics API from a non-DX9 API e.g. DX11.
- Graphics: Fixed an issue where Standard shader using directional lightmaps could output NaN to the framebuffer. This would usually blow up when using HDR rendering with Bloom.
- Graphics: Fixed building shaders correctly for WebGL in AssetBundles.
- Graphics: Fixed crash when calling Graphics.DrawMesh with null material.
- Graphics: Fixed crash when using GL.Begin quad rendering with non-multiple-of-4 vertex count.
- Graphics: Fixed video memory leak in the splash screen animation.
- Graphics: Fixed occasional Movie Texture crash with multiple movies present.
- Graphics: Fixed profiling related information (SetGpuProgramName) performance issue in development player builds.
- Graphics: Fixed rendering of deferred reflections when last object rendered before them had negative scale.
- Graphics: Fixed skinned mesh memory leak.
- Graphics: In Editor OpenGL ES 2.0 emulation increase max cubemap size to 1024 (from 512).
- Graphics: Reduced framerate spikes where culling system could sometimes stall for several ms while waiting for jobs.
- Graphics: Textures imported as cubemaps now are properly marked as non-readable if import option says so. Saves memory!
- IL2CPP: Avoid crash on IL2CPP when searching for attributes.
- IL2CPP: Avoid double allocation of memory for multi-dimensional arrays.
- IL2CPP: Fixed performance regression in LivenessState calculation. The performance is back to where it was prior to 5.3.2p2.
- IL2CPP: Fixed an occasional crash when capturing managed heap when parts of it are not committed.
- IL2CPP: Fixed Array.Copy when destination array type is wider than source array type (e.g. int[] -> long[]).
- IL2CPP: Fixed Stfld/Ldfld opcode usage generated by MS C# compiler.
- IL2CPP: Fixed Unity IAP on Android with IL2CPP.
- IL2CPP: Generate proper C++ code for marshaling wrappers of methods that have System.Guid as a parameter type.
- IL2CPP: Implemented support for Assembly.GetReferencedAssemblies and Module.GetTypes()
- IL2CPP: Properly marshal arrays of four-byte bool values.
- IL2CPP: Raised NullReferenceException when Ldvirtftn instruction had a null target.
- iOS: Added missing icon for iPad Pro.
- iOS: Fix for WWW deadlock.
- iOS: Fixed a crash triggered by deactivating an input while app is going into background.
- iOS: Fixed an issue where attached controllers were not found.
- iOS: Fixed application freeze on iphone4 when rotating device.
- iOS: Fixed code completion for iOS Editor Extensions.
- iOS: Handheld.PlayFullScreenMovie only allows playing one movie at a time.
- iOS: Notify Transport that we finished receiving data so we can mark the buffer as complete when we get an error.
- iOS: While entering background/foreground, improve player pause/resume handling to check if external parties (like video player) currently manage the paused state.
- iOS/IL2CPP: Prevent a managed exception on 64-bit builds during some array creation operations which has the message "ArgumentException: Destination array was not long enough. Check destIndex and length, and the array's lower bounds".
- iOS/OSX: Fixed SIMD math, which fixes skinning on iOS and source code compilation on OSX.
- iOS/Video: AVKit based player didn't show "done" button on iOS 8+.
- iOS/Video: Fixed MPMoviePlayer error handling for invalid files.
- iOS/Video: Improved MPMoviePlayer/AVKit orientation and view controller handling.
- iOS/Video: Scaling mode behaviour fixes for iPad Pro.
- iOS/Xcode: Added .tbd extension support.
- Linux: Fixed flickering/corrupted rendering with OpenGL Core.
- Linux: Fixed non-native-resolution fullscreen rendering with OpenGL Core.
- Mono: Corrected a crash in mono_string_to_utf8_checked when Marshal.StructureToPtr is called from managed code.
- Mono: Resolved intermittent crash caused by a race condition that occurs when using managed threads.
- MSE: Fixed the issue that calling SceneManager.LoadScene** while exiting playmode causes scene unremovable from the hierarchy.
- MSE: Fixed the issue that SceneManager.sceneCountInBuildSettings gives 0 until entering play mode.
- Networking: Fixed issue where NetworkManager doesn't become "ready" if online scene is set and offline scene is not.
- Networking: Fixed issue where OnStartAuthority is called twice on hosts.
- Networking: SyncLists now only send updates when values change.
- OpenGL Core: Various bug fixes to the shader compiler; often resulting in better performance for complex image effect shaders.
- OpenGL Core: Fixed random crashes on compute shader dispatch.
- Particles: Ensure consistent direction between 3D and 1D rotation.
- Particles: Fix for terrains ignoring collision layers.
- Particles: Fixed a collision crash.
- Particles: Fixed IsFinite error spam with particles and second camera.
- Particles: Fixed issue where particle system doesn't play if method is called via Invoke.
- Particles: Fixed issue where particle system is stopped and cleared and after that it won't play when simulation space is set to local.
- Particles: Fixed issue where particles are not drawn in the correct order on rotated particle systems.
- Particles: Fixed issue where ParticleSystem.IsAlive() always returns True for particle systems with longer duration.
- Particles: Fixed issue whereby particles systems are not looping correctly.
- Particles: Fixed particle culling issues.
- Particles: Fixed support for negative inherit velocity values.
- Particles: Fixed the issue of particles disappearing after going offscreen and returning.
- Particles: Fixed wrong culling of some particle objects caused by incorrect bounds calculation due to parent scaling.
- Particles: Fixed: particle system not playing when triggered via Event Trigger.
- Particles: Fixed: particle system only playing once.
- Particles: Particles are now emitted with the correct position//rotation when using a Skinned Mesh Renderer or Mesh Renderer as shape.
- Physics: Fixed center of mass and inertia tensor being reset after game object was reactivated.
- Physics: Rigidbodies without non-trigger colliders can. have custom center of mass and inertia tensor again
- Renderdoc: When making a RenderDoc capture from editor UI, make sure to include the whole frame including user script updates.
- Scripting: Fixed issue that causes UnityScript to incorrectly detect some methods return type.
- Scripting: Prevent the Particle System from being stripped if the Particle System Renderer is used and engine code stripping is enabled.
- Shaders: Fixed a shader compiler crash if a compute shader declares a samplerstate that didn't match the naming scheme.
- Shadows: Changed light shadows near plane minimum bound to either 1% of range or 0.1, whichever is lower.
- Shadows: Fixed "half of scene all in shadows" artifacts in some scene/camera setups.
- Smart TV: Fixed a problem to show custom splash screen.
- Sprites: Occlusion Culling works correctly with X/Y flipped SpriteRenderers.
- Substance: Fixed corner cases of outputs not being impacted by any input not being generated.
- Tizen: Fixed cursor initially starting in the wrong position on screen.
- Tizen: Fixed OpenGL crashing issues on the Z300F.
- Tizen: Input field will no longer show when return is pressed on an empty entry.
- Tizen: System permissions that are not required are no longer requested.
- tvOS: Fixed build error with Xcode trampoline.
- tvOS: Fixed Game Center score reporting due to incorrect API check.
- UI: Fixed "Trying to add (Layout Rebuilder for) Content (UnityEngine.RectTransform) for layout rebuild while we are already inside a layout rebuild loop." error.
- UI: Fixed flickering/texture swapping issues.
- UI: Fixed issue with incorrect accent calculation for non-dynamic fonts.
- Upgrades: Delete the installed Playback Engines and Documentation before upgrading Unity.
- VR: Dynamically switch to headset's audio output / input driver (Oculus SDK 1.0+).
- VR: Fixed audio redirection in standalone builds (Oculus SDK 1.0+).
- VR: Fixed crash when trying to enter play mode when the Plugin was not loaded or the Oculus runtime was not installed.
- VR: Fixed Skybox clipping issues.
- VR: Fixed VR Focus and VR ShouldQuit not respecting notifications when the Device was disconnected.
- VR: Fixed VR Splash screen color precision.
- WebGL: Corrected the following compiler error which might occur in generated C++ code: "error: non-constant-expression cannot be narrowed from type 'uintptr_t' (aka 'unsigned int') to 'il2cpp_array_size_t' (aka 'int') in initializer list [-Wc++11-narrowing]".
- Windows Store : Building from Unity will no longer overwrite project.json file if it was modified in solution.
- Windows Store : When building from Unity files in Visual Studio solution will not be overwritten if identical.
- Windows Store: Fixed a "MdilXapCompile failed" error when trying to build Visual Studio project for Windows Phone 8.1. This used to happen when the Unity game had over 8000 classes across all assemblies.
- Windows Store: Fixed a crash when loading C# type from plugin which was not included in the final build.
- Windows Store: Fixed a crash which happened on "Windows N" versions when using IL2CPP scripting backend.
- Windows Store: Fixed a rare crash in ARM linker (fatal error LNK1322: cannot avoid potential ARM hazard (QSD8960 P1 processor bug) in section #) when using IL2CPP scripting backend.
- Windows Store: Fixed an issue which caused small tiles get copied to Visual Studio solution incorrectly for Windows Phone 8.1 SDK.
- Windows Store: Fixed anti-alising when calling Screen.SetResolution on Universal Windows 10 Apps/.
- Windows Store: Fixed Application.Quit() when using D3D project type or IL2CPP scripting backend.
- Windows Store: Fixed error "Task 'ExpandPriContent' failed." which occurred when trying to build an application package with IL2CPP scripting backend when using default Unity icons.
- Windows Store: Fixed Visual studio graphics debugger crashing when trying to debug Windows Phone 8.1 projects.
- Windows Store: Mouses and touches will work correctly after locking/unlocking the screen.
- Windows Store: Screen.Resolution(x, y, true) will no longer ignore width and height, so you can set your desired resolution on Universal Windows 10 Apps.
- Windows Store: Screen.resolutions will return a valid value.
- WinRT/IL2CPP: Allow native DLLs to be loaded both with and without the .dll extension.
- XboxOne: Fixed a bug with YUY2 processing on the XboxOne.
- XboxOne/IL2CPP: Fixed a problem compiling generated C++ files when there is a space in the path to the project directory.