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-5.5.2f1.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:
- Android: Gradle export now supports custom templates, and improved troubleshooting of export process
- Asset Bundles: Improved load asset performance by up to 25% for standard (non-streamed) asset bundles
- Asset Bundles: ShaderVariantCollection assets included into bundles now cause shaders to include the referenced keyword variants
- Asset Importing: Performance improvements to DXT1, DXT5, BC4 and BC5 texture compressor
- Audio: Add support for streaming Ogg Vorbis on Android, iOS and tvOS
- Graphics: Added Mesh.GetIndexStart and Mesh.GetIndexCount APIs
- Graphics: Added non-allocating accessors to Mesh, that write into user-specified List: GetBindposes, GetBoneWeights, GetColors, GetIndices, GetNormals, GetTangents, GetTriangles, GetVertices
- Tizen: Added a button to the deployment target window to refresh the target list
- Virtual Reality: Updated to Oculus runtime version 1.11
- Windows Store: introduced the ability to select which Universal Windows Platform SDK Unity should target when building the application
Changes:
- Tizen: Remove the Tizen 2.3 minimum OS option. 2.4 is now the only accepted OS version. Users must update their devices to Tizen OS 2.4.
Fixes:
- Android: Fixed a crash when doing simultaneous SceneManager.LoadSceneAsync and Resources.Load
- Android: Fixed a player crash when using Location services
- Android: Fixed an incorrect behaviour with Application.persistentDataPath
- Android: Fixed readback from float RenderTexture into half -float Texture
- Android: Fixed splash screen flicker and artifacts
- Android: Gradle export -; Ffixed colliding package name for unity-android-resources
- Android: Gradle export should now work with SDK version > 6.0
- Android: Identified unaccounted spikes in profiler
- Android: Improved asynchronous loading time when showing splash screen
- Android: Play audio from background applications at the original volume when it is not muted
- Android/IL2CPP: Prevent a crash which can occur with the use of OnAudioFilterRead callbacks on kKrait CPUs
- Android/MetroWindowsStore: Fixed the issues preventing the Application.Unload API from functioning correctly
- Animation: Fixed a bug that was preventing AnimationEvents that were added to legacy AnimationClips during runtime from being called
- Animation: Fixed a crash when setting Animator.updateMode when no AnimatorController is set
- Animation: Fixed crash in animation window when starting playback on invalid optimized game object
- Animation: Fixed edit key overriding key frames in curve editor
- Animation: Fixed vertical and horizontal flips using Box Tool with tangents set to Infinity
- Asset and Scene ManagementAsset Importing: Fixed a crash while importing an FBX where individual component X/Y/Z curves had different frame ranges
- Asset Bundles: Fixed a crash when loading a scene with occlusion culling from an asset bundle in editor play mode
- Asset Bundles: Fixed loading asset by file name and extension to work identical to loading by file name
- Asset Bundles: Fixwsed intermittent freeze that could occur when calling AssetBundle.LoadAssetAsync multiple times in a single frame
- Asset Importing: Significant performance improvements to DXT1, DXT5, BC4 and BC5 texture compressor, resulting in faster asset imports
- Audio: Fixed a WACK certification failure in UWP player builds using the Microsoft HRTF audio spatializer
- Cache Server: Can now handle paths with spaces on Mac when calling RunOSX.command with the --path argument. Paths with spaces must be within quotes
- Cache Server: Displays a warning in the Cache Server Editor Preferences when the Local Cache Server location cannot be reached (e.g. on a disconnected disk)
- Cache Server: Fixed an issue when building,; an unreachable cache server was reported as a warning not an error and did not cause the build to fail
- Cache Server: Fixed the custom port missing for the remote option
- Cloudbuild Analytics: Fix for iOS and Android crash when all services are OFF
- Deployment Management: Corrected the behaviour on Windows where using -logfile on batch mode with an emptry string would cause output to go to stdout, consistent with all other platforms
- DX11: Fixed D3D11 Device creation failures on Windows Vista and Windows 7 systems without DX11.1 runtimeupdate
- Editor: Disallow setting DontSave on a tTransform unless it is already set on the GameObject
- Editor: Fixed a crash for D3D platforms if shader compilation did not return any compiled shader data ie, a shader contained #error pre-processor directive
- Editor: Fixed a crash whilst reloading scene(s) after using version control merge and resolve operations
- Editor: Fixed a rare issue where building the player and saving the project later could cause the Editor to lock up
- Editor: Fixed an issue whereby new installed Unity would report timeout error in commandline activation
- Editor: Fixed light probe rendering in LookDev HDRIs. Previously it could go wrong depending on the lighting panel parameters set for the project
- Global Illumination: Fixed a rare issue where spawning external processes (such as GI Baking) could fail or cause a deadlock
- Graphics: Don't render the screencamera depth texture space depth buffer if nothing requires it i.e. screenspace shadows are disabled
- Graphics: DrawProcedural draws geometry only in the left eye when Single Pass VR is enabled
- Graphics: Fixed a crash in some circumstances if object disabled renderer when culling updated the visibility
- Graphics: Fixed a crash that occurred when loading models from AssetBundles with Tangents set to Calculate Legacy
- Graphics: Fixed crash in occlusion culling when loading multiple scenes
- Graphics: Fixed large objects lit by a directional light self shadowing in editor when player was set to aAndroid
- Graphics: Line Renderer; fixed gaps when values are repeated
- Graphics: LineRenderer; fixed issue where setting endColor failed if using different number of color/alpha keys
- HoloLens: Fixed a crash that occurs on device when downloading files with WWW
- HoloLens: Fixed an issue with InputField automatically getting activated for text entry as soon as you gaze at it
- HoloLens: Prevented a potential memory stomps in very rare repro cases when resuming from suspend
- IL2CPP: Allow the build to succeed when the .NET 4 TargetFrameworkAttribute attribute is used in an assembly
- IL2CPP: Allow the Unity Ads engine integration to work properly on iOS builds that are archived and uploaded to TestFlight
- IL2CPP: Correct an error in UnusedBytecodeStripper2 related to UnityEngine.RenderTexture that can occur during some project builds
- IL2CPP: Corrected the behavior of Assembly.GetExecutingAssembly on platforms that did not support stack walking properly
- IL2CPP: Fixed a compile error related to missing header when compiling code using SizeOf IL opcode
- IL2CPP: Fixed a rare crash in IL2CPP on some Visual Studio installation setups with message "Unhandled Exception: System.InvalidOperationException: Builder is unable to build using selected toolchain (MsvcDesktopToolChain) or architecture (Unity.IL2CPP.Building.x64Architecture)!"
- IL2CPP: Fixed an issue with race condition of the monitor implementation of IL2CPP that could cause a crash
- IL2CPP: Fixed System.IO.WindowsRuntimeStreamExtensions class not being present in System.Runtime.WindowsRuntime.dll
- IL2CPP: Prevented an error during code generation when IL code had a try/finally as the last block in a method
- IL2CPP: Prevented an ExecutionEngineException from being thrown at run time when a virtual generic method was called via a delegate
- iOS: Added missing icon slots for Spotlight and Settings
- iOS: Don't indicate that microphone and camera is used when it isn't
- iOS: Don't strip alpha channel out of launch screens textures
- iOS: Fixed a bug that would prevent the text field input caret from updating when the virtual left and right arrow keys were pressed
- iOS: Fixed a crash with advertisingIdentifier in iOS Simulator
- iOS: Fixed an exception when disposed ODR object was collected by GC
- iOS: Fixed an issue where the ReplayKit API might be reported as available on unsupported devices
- iOS: Fixed Application.isShowingSplashScreen to return the correct state and deprecated it in favour of SplashScreen.isFinished
- iOS: Fixed inability to change Launch Screen Mode in Player Settings
- iOS: Fixed orientation requests from the app getting out of sync with iOS orientation
- iOS: Fixed UnityRepaint crash due to internal inconsistency error.
- iOS: Hide the status bar while playing movies with CancelOnInput or Hidden modes
- iOS: Internal profiler reports non-sensical CPU time values in pretty much all cases..
- iOS: UnityEngine.iOS.Device.SetNoBackupFlag can now be called from background threads
- iOS: Warn when CameraDepthTexture uses wrong Metal sampler type
- iOS: Warn when SV_POSITION is used as input in vertex shader.
- Kernel: Fixed an issue when undoing the reverting of a prefab which added components with dependencies (such as ConfigurableJoint depending on RigidBody existing)
- Kernel: JsonJSON serialisation now supports correct parsing of NaN and +/-Inf
- Lighting: Fixed baked light map visualisation shading mode in the Editor
- LineRenderer: fixed gaps when values are repeated
- LineRenderer: Fixed issue where setting endColor failed if using different number of color/alpha keys
- macOS: Added a fix to hide the 'Picture in Picture' button in the movie player when played using Handheld.PlayFullScreenMovie
- Metal: Fixed lack of support for the Hidden/FastBloom shader on Metal devices
- Mono: Correct an invalid C# compiler error with generic types in compiler generated code (like lambdas and enumerators). The error from the C# compiler often includes this text: "There is no boxing or type parameter conversion from..."
- Networking: Fixed issue where unspawn handler was not properly invoked during object cleanup (like in NetworkManager.StopClient())
- OS X: Added a fix to hide the 'Picture in Picture' button in the movie player when played using Handheld.PlayFullScreenMovie
- Particles: Fixed "TLS ALLOCATOR ALLOC_TEMP_THREAD" error messages
- Particles: Fixed an issue whereby animation curves causing assert errors when using scripted emission
- Particles: Fixed an issue whereby lights were not cleared when Stop() and Clear() were called
- Particles: Fixed an issue whereby particle trails were reusing old position data when emitted by script
- Particles: Fixed an issue with allowing circular references in sub emitters
- Particles: Fixed crash in LightsModule when destroying systems
- Particles: Fixed crash in ParticleSystem.Emit()
- Particles: Fixed issue where distance-based emission was not working
- Particles: Fixed issue where particle bounding boxes could become corrupted, resulting in "Invalid AABB" messages
- Particles: Fixed issue where sub-emitters were causing memory leaks
- Particles: Fixed issue where switching Render Mode could cause rendering artifacts
- Particles: Fixed rare crash when using the Trail Renderer and Multithreaded Rendering is enabled
- Particles: Fixed rotation bug with mesh particles
- Particles: Fixed the issue of color not being updated correctly when material properties were changed when using shape module
- Particles: Fixed the issue of distance emission not working when scale was not 1 and using hierarchy scaling mode
- Particles: Fixed TrailModule crash when enabling trails and using ParticleSystem.SetParticles
- Particles: Particles Anim Shader now works when using mesh render mode
- Particles: Stretched billboards could apply scale twice if using Speed Scale
- Particles: Texture Animation could skip frames and display invalid data
- Physics 2D: Ensure all 2D physics profile items provide an object reference
- Physics 2D: Ensure that a PhysicsMaterial2D can be reassigned to a Collider2D
- Physics 2D: Fixed an issue of rendering CapsuleCollider2D with very small sizes
- Physics 2D: Optimize the CapsuleCollider2D component intersection tests for speed and accuracy
- Physics 2D: When turning on Rigidbody2D.simulated, the body position/rotation should be synchronized to the current Transform
- Physics: Fixed a crash when applying prefab changes in the editor when a component contains a Rigidbody2D
- Playables: Fixed blending of AnimatorControllerPlayable not working properly.
- Prefabs: Fixed Editor crash when trying to connect a prefab to an instance marked with DontSave.
- Purchasing: Fixed a bug where a duplicate transaction could fail without calling the failure callback
- SceneManagement: Fixed unloading Scene using Scene as parameter
- Scripting: Added the following non-allocating accessors to Mesh. These accessors write into a user-specified List. The accessors are GetBindposes, GetBoneWeights, GetColors, GetIndices, GetNormals, GetTangents, GetTriangles, and GetVertices.
- Scripting: Allow serialization of classes extending Dictionary
- Scripting: Fixed a deadlock when debugging in MonoDevelop
- Scripting: Fixed a rare failure when building players
- Scripting: Fixed an issue with StopCoroutine not stopping IEnumerator and CustomYieldInstruction based coroutines
- Scripting: Fixed RequireComponent not working with nested namespaces
- Shaders: Fixed shader compilation error when compiling certain surface shaders using WorldNormalVector from INTERNAL_DATA e.g. shadow pass variations
- Splash Screen: Fixed an issue where the splash could be truncated by a first scene taking a long time to load
- Tizen: Change the minimum API level to Tizen 2.4 in PlayerSettings
- Tizen: Fix a NULLnull dereferencinge while exiting the game
- Tizen: Improve error when failing to discover a deployment target
- Tizen: Improvements to emulator deployment
- Tizen: SystemInfo.processorFrequency now returns proper values
- TrailRenderer: Fixed visual artifacts when manually enabled during Play mode
- UI: Fixed miscoloured mesh when this was created with CanvasRenderer.SetMesh, passing an array of Color objects to Mesh.colors
- UnityWebRequest: fix proxy support, so that debuggers like Fiddler work
- UnityWebRequest: Fixed an issue with redirect in editor when not in play mode
- Virtual Reality: Fixed inconsistency in game view between Singlepass Stereo and Multi Pass when using Split Stereo Diplay
- Virtual Reality: Fixed incorrect culling in Split Stereo Display
- Virtual Reality: Fixed incorrect eye view in Split Stereo Display
- Virtual Reality: Fixed incorrect viewport bounds in Singlepass Stereo
- Windows Store: Fixed build & run failing on windows phone 10 with IL2CPP scripting backend
- Windows Store: Fixed building Windows Store player against Windows 10 "Creators Update" SDK
- Windows Store: Fixed IL2CPP not finding tools from Windows SDK directory in some installation setups
- Windows Store: Fixed player pref corruption on power loss
- Windows Store: Fixed the folder Structure missing from Assembly-CSharp.csproj
- Windows: When standalone player is embedded into other window, Alt+Enter shortcut for full screen is disabled