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-5.4.3f1.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:
- IL2CPP: Android - improved building performance
- iOS: Exposed EditorUserBuildSettings.iOSBuildConfigType in public API
- IOS: Exposed ReplayKit streaming APIs to user scripts
- Unity IAP: Support transaction receipt logging for all store platforms
- Profiler: User profile markers in scripts now show in platform profilers even when the Unity profiler is not running
- VR: Update Oculus to version 1.9
Fixes (Also includes relevant fixes from Unity 5.3.7):
- 2D: Fixed an issue with UV rounding errors when using the OverrideGeometry method on sprites. (823935)
- Analytics: Fixed an invalid userId issue on WebGL
- Android: Added "Mute Other Audio Sources" option to Android player settings in editor
- Android: By default lower volume of the background audio instead of muting it. (807983)
- Android: Fixed a case of audio stutter when launching Android player from a notification on the lockscreen. (818174)
- Android: Return internal temporary cache and persistent data paths when external paths are unavailable. (826201)
- Animation: Fixed a bug where deactivating a GameObject with an attached Animator might cause a crash. (822232)
- Animation: Fixed a crash when receiving null property modification in animation recording. (832837)
- Animation: Fixed an issue where Legacy animations could not be previewed. (845815)
- Animation: Fixed erroneous "Playable was not Disposed" message being displayed. (826047)
- Animation: Re-enabling playback/recording in play mode. (835544)
- Asset Bundles: Fixed the assetBundle property of AssetBundleCreateRequest so that it waits instead of returning null when the bundle is not yet ready (824009)
- Asset Bundles: Fixed a deadlock when decompressing LZMA bundle when stream had incompressible data. (844785, 841067)
- Asset Pipeline: Fixed a regression where AssetDatabase.SaveAssets won't save changes made to a prefab inside OnPostprocessAllAssets. (830110)
- Audio: Fixed a panning issue with spatialized sounds.
- Build player: Reverted the change, which saved relative paths for build target but introduced issues for targets that needed to browse for folders instead of files (WebGL, etc). (829898)
- CacheServer: Fixed creation of directories and an issue while sending file and socket was closed. (774264, 820297)
- Collab: Fixed crashes with collab toolbar. (819150, 808412)
- Editor: Fixed an issue with addition of duplicate references of auxiliary platform-specific editor DLLs to editor C# project. (832097)
- Editor: Fixed drag'n'drop of shader onto a material not setting the correct shader keywords. (819900)
- Editor: Fixed errors when capturing screen or sending images to remote. (793204)
- Editor: Fixed icon quality regression caused by unnecessary image scaling step. (807375)
- Editor: TargetInvocationException error no longer appears when importing Windows Store Apps plugins. (815720)
- Editor: Fixed Codesigning for Mac Editor to prevent firewall from asking multiple times for permission. (819351)
- Graphics: Fixed a crash in CommandBuffer.DrawRenderer of a particle renderer when current camera is null. (808298)
- Graphics: Fixed GPU instancing not working with procedurally generated meshes. (828380)
- Graphics: Fixed a memory leak when using the GI visualizers in the scene view.
- Graphics: Fixed incorrect batching of Renderers with different MaterialPropertyBlocks. (833783)
- Graphics: Fixed a potential crash when calling GetShaderSettingsForPlatform on Windows. (833425)
- Graphics: Prevent scene modifications from within OnPreRender callbacks, similar to other callbacks. (829694)
- Graphics: Texture2D.ReadPixels no longer reads from the wrong location on iOS/Metal when reading a subsection of an image. (826244)
- Graphics: Fix for dark lightmap when changing sun shadow strength in mixed lighting mode. (819092)
- Graphics: Fixed editor crash when opening old project that had legacy OpenGL2 selected. (819813, 829178)
- Graphics: Fixed an occasional TrailRenderer crash when using Clear script API. (829326, 818524)
- IL2CPP: A call to GetCurrentMethod in a generic method should return the generic method definition, not the inflated generic instance method. (840596)
- IL2CPP: Correctly marshal an out array of structures which uses the LPStruct marshaling directive. (842538)
- IL2CPP: Fixed generated C++ code not compiling when calling Math.Abs on an unsigned integer. (837974)
- IL2CPP: Return an empty array from GetGenericArguments when it is called on a MethodInfo object from a non-generic method. Previously the runtime incorrectly threw an assert in this case. (838259)
- iOS: Build and Run now doesn't clean Xcode project for Append builds. (839037)
- iOS: Fix a race condition when changing resolution on startup on Metal. (820885)
- iOS: Fix bug in retrieving of certain values of IScore larger than 32 bits. (820938)
- iOS: Improved performance by resizing the constant buffer pool adaptively on Metal. (820692)
- iOS: Fixed an input reset in editor when iOS device without Unity Remote is selected. (832368)
- iOS: Fixed issues with iOS Input.touchPressureSupported incorrectly reporting false. (834172)
- iOS: Fixed a crash when using Build and Run for iOS projects. (836165)
- iOS: Fixed editor hanging if app was already running in Xcode 7.x when using Build and Run. (843181)
- iOS: GameCenterPlatform.ShowLeaderboardUI now shows the specific leaderboard when requested (note, the symptoms are still observable on iOS 8.4 and 9.x due to a bug in the OS itself). (808537)
- iOS: ILeaderboard.LoadScores now does callback if SetUsersFilter is called. (801369)
- Kernel: Fixed local scale of duplicate game object not matching original local scale of game object if parent has rotation set. (815816)
- Multiplayer: Fixed a crash with StartAsClient. (827122, 804744)
- Multiplayer: Fixed issues concerning disconnect and error handling. (790431, 785347, 771860, 836170, 827884)
- Multiplayer: Fixed weaver error handling of not supported types. (761588, 820982, 773323)
- Multiplayer: Fixed weaver generation of Serialize and Deserialize functions. (756572, 737241, 775248)
- Particles: Don't allow prewarm on non-looping systems. (825180)
- Particles: Fixed a crash when using uninitialised curves. (833513)
- Particles: Fixed an issue when rendering during OnPreRender using RenderWithShader. (837680)
- Particles: Prevent restarting particle system when parent transform moves in the editor. (819881)
- Physics: Fixed interpolation of rigid bodies that was losing accuracy over time. That may have led to interpolated bodies moving in a jittery way after hours of gameplay. (843507)
- Physics: Ensure that BoxCollider2D.Cast correctly detects a multi-edge EdgeCollider2D. (833737)
- Physics: Ensure that BoxCollider2D/PolygonCollider2D with large vertex but small area is created correctly. (820300)
- Scripting: Fixed a crash on Invoke(null, …). (766144)
- Scripting: Fixed TransformDirection and InverseTransformDirection operations being affected by scale. (819962)
- Scripting: Prevent GetHostEntry from throwing a SocketException on Windows when the machine is not connected to any network. (840534)
- Shaders: Added shader macros to support LOD + sampler variations for cubemaps and texture arrays. (832292)
- Shaders: Fixes to tessellation shader compilation on OpenGL and OpenGL ES. (828454)
- Shaders: Fixed some cases of unsupported shader variants leading to a crash. (830078, 819705)
- Shaders: Fixed some cases where surface shader writing to o.Occlusion would not sample the texture with correct UVs. (765145, 840314, 710625, 730779)
- Tizen: Added loading indicator in Tizen.
- tvOS: Added support for top shelf wide image. (833452)
- UI: Fixed an issue where the Disabled Trigger animation was triggered on hovering over a Button when this was not Interactable. (826310)
- UI: Fixed a crash in RectTransform because it would send messages on the loading thread. (824011)
- UI: Fixed a crash when deleting GameObject with ScrollView component. (819770)
- UI: Improved performance of SetParent in deeply nested UI panels. (814484)
- VR: Fixed a crash when switching between VR mode and non-VR mode with image effects applied. (829379)
- VR: Fixed issue with Oculus causing controller input to fail for bumpers
- VR: Fixed VRSettings.renderViewportScale when single-pass stereo rendering is enabled. (817835)
- VR: VRDevice.isPresent now works correctly when HMD is occluded from base stations in OpenVR. (818159)
- VR: Fixed a crash in certain conditions when checking if device is available in OpenVR. (819998)
- WebRequest: DownloadHandlerAssetBundle will become done once download finishes. (834148)
- WebRequest: Fixed a crash when downloaded asset bundle had zero size. (834583)
- WebRequest: Fixed redirect to a relative URL. (833647)
- Windows Store: Location services can be enabled or disabled while the app is still running. (829648)
- Windows Store: Player preferences are no longer lost between game sessions. (835218)
- Windows Store: Fixed a crash in multi scene system caused by internal managers being garbage collected. (821570)
- Windows Store: Fixed incorrect instanceID for component when cloning object with component contained in a struct inside list. (838737)
- Windows: Prevent some cases of invalid window sizes causing D3D surface creation to fail. (825082).
- Windows: Fixed potential lock when in fullscreen exclusive mode and minimising/maximising screen. (837783)