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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-5.4.1f1.exe · 716.8 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:
- Android: Buildpipe - Added pre-build step that verifies the environment. Check Android device, SDK and JDK before compiling the project and - the scripts.
- GI: Added a tooltip in the editor for Light Probes option in Renderer inspectors.
GI: Light Probe Volume - fixed performance issue with LPPV when no Renderers are found in the same game object. Light Probe blending job is - much faster now.
- GI: Reflection Probes component: Added and updated tooltips.
- Graphics: Slight optimisation of CommandBuffer.DrawMesh and CommandBuffer.DrawRenderer.
- iOS: Added iPhone 7 and 7+ entries to the device enum.
- iOS: Added PlayerSettings to specify microphone and camera usage description. Needed for iOS 10 / Xcode 8 compatibility.
- iOS: Update Build and Run to work with Xcode 8.
- VR - Updated Oculus plugin to version 1.8
Changes:
- GI: Reflection Probes component - renamed "Probe Origin" to "Box Offset" and "Size" to "Box Size" in the UI.
Fixes:
- Android: Buildpipe: Fixed streaming assets folders starting with _ ignored.
- Android: IL2CPP - Fixed missing config files for il2cpp build.
- Android: Sensors - Fixed location isEnabledByUser returning true when the service is disabled.
- Android: WebRequest - Fixed a crash when using GetAudioClip() with file protocol.
- Android: WWW - Fixed an application freeze on WWW.Dispose when the connection was canceled.
- Animation: Fixed blending between two additive clip when some properties are animated in one clip but not in the other one.
- Animation: Fixed OverrideController memory leak.
- Api updater: Fixed a crash when updating Boo/UnityScript scritps with empty "else" blocks.
- Api-updater: Fixed crashes / issues with paths containing either "exe" or "dll" in any part other than the file extension.
- D3D11: Added check and return when trying to ReadPixels from outside the RenderTarget's bounds, fixes crash on nVidia hardware.
- D3D12: Fixed missing splash screen.
- D3D12: Fixed a crash caused by using DXGI_PRESENT_ALLOW_TEARING with exclusive fullscreen swapchains.
- Editor Test Runner: Added firstpass assemblies to be picked up by the Editor Test Runner.
- FrameDebugger: Fixed crash on Android.
- GI: Fix for out-of-memory failure in Visibility Upsampling when baking lightmaps for a large scene.
- GI: Fixed a crash that can happen when building lightmaps when a procedural texture was used for transparency.
- Graphics: DisableBatching tag now works correctly in depth pass and legacy deferred base/final passes.
- Graphics: Fixed a crash in the Editor when material and shader properties weren't updated correctly.
- Graphics: Fixed an unnecessary assert in static batching loop.
- Graphics: Fixed a crash that would in some cases happen after Material.CopyPropertiesFromMaterial.
- Graphics: Fixed lightmap texture corruption when changing quality levels.
- Graphics: Now use Renderer::GetTransform() when calculating local AABB so that static batched renderers return the reference transform correctly.
- GUI: Fixed an issue where GUI::DrawTexture appeared darker than GUI::DrawTextureWithTexCoords when in Linear color space.
- iOS: Added missing iOSTargetOSVersion enum entries.
- iOS: Corrected the default setting for bitcode on the XCTest target to fix a linker error.
- iOS: Fixed the GI crash on 32bit devices.
- iOS: Fixed the iOS crash when screen resolution is changed from script.
- iOS: Fixed iPhone6+ reported resolution in first Start/Awake calls.
- Linux: Fixed the nographics crash in non-headless player.
- Linux: Improved the robustness of opengl legacy fallback.
- Metal: Various rendering correctness fixes.
- Mono/IL2CPP: Corrected a rare deadlock in the C# lock implementation.
- Mono: Use an IPv4 address (if one exists) before an IPv6 address for .NET remoting connections.
- Networking: Fixed issue with infinitely growing profiler stats when more than one client is connected.
- Networking: Fixed an issue with SyncList hook having old value when it's invoked.
- Networking: Fixed the SerializeProperty issues with NetworkManager inspector (channels and prefabs).
- Networking: Made sure NetworkConnection is not null before usage.
- Networking: Made sure we reset the NetworkIdentity on destruction.
- Networking: Removed extra call to OnServerConnect.
- Networking: Resolved issue with crash on exit with standalone player.
- OpenVR: Entered playmode with unsupported gfx api = crash.
- OS X: Fixed memory leak in joystick input handling code.
- Particles: Fixed Out-of-memory crash when using Sub-Emtiters and long playback/preview times.
- Particles: ParticleSystem.Emit would activate the emission module settings in a particle system.
- Particles: Particles: Size over lifetime label in the curve editor would incorrectly display "Z" label instead of "Size" when not using separate axis mode.
- Particles: Start frame in Texture Animation Module was allowed to be 1 frame longer than max frames.
- SceneView: Fixed an issue where additive materials were not showing in Wireframe mode.
- SceneView: Fixed an issue where the alpha color value had no affect to Wireframe. For the same reason Wireframes also appeared thicker.
- SceneView: Fixed an issue where Wireframe was not showing when using stencil buffer in shaders.
- Scripting: Coroutines now breaks out if yielding on the same coroutine twice.
- Scripting: Detect and unload broken assemblies when processing InitializeOnLoad.
- Scripting: Fixed a crash caused by SetActive being invoked from OnDestroy.
- Shaders: Fixed frac(constant) sometimes being mis-compiled.
- Shaders: Fixed shader compiler bug which could have caused errors in GLSL shaders that might crash the GPU on OSX.
- Shaders: Fixed UNITY_APPLY_FOG not working as expected if an expression was passed as fog coordinate.
- UI: Fixed Canvas related crash when some elements are being deleted.
- UI: Fixed an issue with animating canvas properties not applying.
- UI: Fixed an issue with Canvas sorting order being incorrect under certain cases.
- UI: Fixed a memory leak caused by IntermediateRenderers not being cleaned up.
- UI: Fixed a random crash in SyncElement caused by unknown parent canvas.
- UNET: OnDisconnectError "Server client disconnect error" is generated on timeout.
- VR: Recreate when Oculus service requests restart.
- VR: Fixed issue with WaitForEndOfFrame when VR is active.
- WebGL: Fixed GUID code to return correct value instead of 00000000000000000000000000000000.
- Windows Store: Fixed a WWW request formatting when headers contained 'content-type' in lower case instead of 'Content-Type'.
- Windows Store: Properly copy pdb files when .NET Native is enabled, breakpoints set in C# files in Assembly-CSharp* projects should work again.
- Windows Store: SystemInfo.deviceType will return Console when application is ran on Xbox One, and Handheld when ran on IoT devices like Raspberry Pi.
- WindowsStandalone: Application launched with high integrity level will no longer act as low integrity application.