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-2019.3.9f1.exe · 204.8 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:
Fixes:
2D:
- Allow users to specify negative normal angles for ContactFilter2D
- Colliders should also respect Pivot property of Edge Sprites in Sprite Shape
- Ensure SpriteShape are not generated when not in view on Runtime
- Fix crash while quickly moving the mouse and deleting Tilemap Tiles on a Hexagonal Grid with a TilemapRenderer in Individual mode
- Fixed broken documentation links in inspectors for com.unity.2d.animation package
- Fixed exception after reverting from creating new vertices and edges in Skinning MOdule
- Fixed PSDImporter broken documentation links in inspectors
- Fixed PSDImporter creates empty GameObject in certain cases
- Fixed Sprite asset used by SpriteSkin in Scene is being deleted
- Fixed Sprite deformation not updated when GameObject is being enabled with SpriteSkin component
- Fixed SpriteSkin always deform even when culled by adding alwaysUpdate option to SpriteSkin to determine if SpriteSkin execution should occur even when the associated SpriteRenderer is culled
- Fixed visual defect after undoing changes to Bone Transform properties in SpriteSkin's Inspector
- SpriteShapeController leaks memory when zero control points are used
Android:
- Cutout is calculated incorrectly when device is not in full screen mode
- Fixed Linear to sRGB color conversion for IMGUI when rendering with Universal RP
- Fixed Linear to sRGB color conversion for Screen Space - Overlay UI when rendering with Universal RP
- Local fullscreen mode setting on Samsung devices is overriden by editor when render outside safe area setting is disabled
Asset Import:
- Fixed AssetImportWorker taking autoconnect player connections
Editor:
- Classes that depend on libMonoPosixHelper.so will now work in playmode in the Linux editor
- Do not resize Editor Windows when polling the mouse position inside of an Editor Window GUI call
- Fixed Console Window not receiving Logs from a built Player until the connection drop-down is clicked
- Fixed IME related APIs in Input class not working, even when using the new Input System package
- Fixed inconsistent Slider behavior when label width is not specified
- Fixed issue with the changing of the size of the input search field
- Fixed missing borders (i.e. inspector window and player settings)
- Fixed the background color and border color of buttons in their various states for IMGUI and UIElements
- Restores previous behavior
- When setting Playmode be sure to not change state if already playing
GI:
- Fixed crash in PVRTransmissionTextureData after loading another Scene while computing lighting
Graphics:
- ComputeBuffer.SetData sub-updates combined with AsyncGPUReadback fixed in Vulkan
- CopyTexture with element correctly copies 3D texture slices. Previously it only copied the first slice regardless of the specified element
- Filter out SetWantsStructuredBufferBinding for no readable meshes
- Fix a bug where Unity did not bind IndirectArguments ComputeBuffers correctly on D3D12 if the stride was not equal to 4 (the size of a 32-bit integer)
- Fix slow compilation of vfx shaders in big project by not recreating all shaders in that case
- Fixed error messages produced, when using -force-vulkan command line option, when the editor is started
Physics:
- Fix an issue where a child Kinematic Rigidbody2D using Interpolation doesn't correctly follow a parent Dynamic Rigidbody2D also using Interpolation
- Fix an issue where CompositeCollider2D and PolygonCollider2D produce edges which cause unpredictable collision detection using collider cast queries
- Fix to ensure that previous linear/angular velocity/drag after a Rigidbody2D.MovePosition or Rigidbody2D.MoveRotation is restored
Plugins:
- Failed P/Invokes due to plugin not being found are no longer logged to player log because the information is already conveyed through DllNotFoundException
Prefabs:
- Fix null reference exception is thrown when applying modified Button UI component property to prefab
Profiler:
- Fix PVRContextManager thread has no data and occupies important area in Profiler Timeline View
- Fixed an issue whereby the CPU Profiler's 'Show Related Objects' panel could display incorrect names when profiling a build
- Fixed Performance decrease in EditorOverhead using Deep Profile
Scripting:
- Check if scripting is shutting down to prevent an Internal_ApplicationWantsToQuit crash
- Fix rare issue with player crashing on startup when having editor only serialized fields that use abstract classes
- Fixes a performance issue in UnsafeUtility.IsValidNativeContainerElementType() and fixes a bug where UnsafeUtility.IsUnmanaged() could return an incorrect result
- Services: Fix crash in CrashReporting::LogBuffer::RecordLogMessage when called from multiple background threads simultaneously
- Shaders: Surface shader writes into o.Emission channel were ignored in some cases
- UI Elements: Fix USS variable gets corrupted when psuedo state is changed
- Universal Windows Platform: Fixed Cursor image getting visually corrupted when using ExecutableOnly builds
- Universal Windows Platform: Fixed the build failing for certain architecture if there is a native plugin in the project that only targets another CPU architecture (for instead, if your plugin only supports x64 and you're building for ARM64)
- Video: Disabled VideoPlayer warning shows up when VideoClip field gets set to null in OnDestroy() method
- Video: Editor Freezes when trying to import 10-bit video
- WebGL: Allow WebGL build run in background when canvas is not displayed
- Windows: Fixed cursor lock getting lost on Windows 7 when pressing Windows key, then clicking on the task bar and finally clicking back on the game window
- Windows: Native plugins are now put into correct CPU specific architecture folder
- Windows: Unity Crash Handler no longer opens the game process with PROCESS_ALL_ACCESS flag upon the game launch. Instead, it does it only if the game crashes
- XR: Fixed usage flag for foveation map ImageViews during Vulkan multiview framebuffer creation
- XR: The builtin resources zip was not updated after the Font.shader code had been updated to properly handle VR
API Changes:
- 2D: Added: Added API to access SpriteSkin deformed buffer
- Scripting: Added: Included possibility to add public headers to XCode project
Changes:
- 2D: Remove unused Reset Bounds button from SpriteSkinEditor
- Mobile: Removed Game SDK 3.1 initialization due to issues in GameSDK 3.1. Any other GameSDK version is still supported
- Package Manager: Version conflicts involving a direct project dependency are now reported like any other version conflict instead of being silenced
Improvements:
- 2D: Added message to inform user on dependent packages when viewing certain sample Scenes in com.unity.2d.animation
- 2D: Adjust length of popup and value fields for Weight Slider Window in Skinning Module
- 2D: Improved SpriteSkinEditor UI
- Editor: Dragging material over the scene view might be slow: https://unity3d.atlassian.net/browse/EC-612
- Editor: Scene view custom camera FOV is now the actual FOV, makes it easier to make scene & game cameras match (default FOV changed to 60 degrees)
- Editor: Scene view Frame Selected now properly takes custom FOV into account