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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-2019.3.15f1.exe · 307.2 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: Fix ObjectOverrides for Tilemap Prefab Instance when comparing with the original Tilemap Prefab saved from a previous editor version
- 2D: OnGUI in SpriteShapeController creates GC allocs
- 2D: [Backport] [2D] "Sprite Shape Renderer" component icon is missing in the Inspector
- 2D: [HDRP] Expanding invalid MinMaxAABB errors are thrown on creating SpriteShape controller
- Animation: Fixed a crash when disconnecting an animation playable and reconnecting it later in a playable graph
- Asset Bundles: Fix crash when bundle is asyncload and unload in the same frame
- Asset Import: Fixed issue in Model importer material remapping section where selecting none twice in the Object Selector locks it
- Asset Import: Fixed SpriteAtlas packing issue when texture importers having been badly migrated from old version of Unity and have a compression quality of -1 in their settings
- Asset Pipeline: Asset Import results can now have dependencies to script types. If an asset has a dependency to a script type, the asset will now get re-imported if script type serialization format changes.
- Asset Pipeline: Asset Import results can now have dependencies to script types. If an asset has a dependency to a script type, the asset will now get re-imported if script type serialization format changes.
- Asset Pipeline: Editor stops repainting and throws exceptions when creating new Scene inside AssetDatabase.StartAssetEditing()
- Asset Pipeline: Fixed crashes happening when calling (ADBv2) SetImporterOverride directly from OnAssetsModified for a new asset that hasn't been imported previously (i.e. dragged into the project browser).
- Asset Pipeline: Fixing editor freeze when importing meta file which have more than 100 megabytes of user data
- Asset Pipeline: Source Asset reloading improved, so that loaded objects get reloaded, if the associated script is modified
- Build Pipeline: Fix rare race condition causes error message when calling AssetBundle.LoadAsset and then immediately unloading the bundle
- Build Pipeline: Fixed the incorrect file header size outputted in the Editor.log after a build
- Editor: - Metal: Fixes a resource leak issue in some scenarios where a view is being repainted constantly
- Editor: Ensure we do not save the isDarkTheme in an asignable variable to ensure users cannot bypass entitlement.
- Editor: Fix "Exception: This method should have been replaced by codegen" error in Unity.Entities after fixing compile errors that were emitted on editor startup.
- Editor: Fix "Exception: This method should have been replaced by codegen" error in Unity.Entities when entering play mode while recompiling all scripts.
- Editor: Fix an issue where secondary container windows can pop up out-of-bounds on Linux if the display is resized
- Editor: Fix crash attempting to import Substance file using the old Substance plugin.
- Editor: Fix crash when undoing an array resize of a SerializeReferene array on a SerializeReference instance.
- Editor: Fix Standalone profiler who was throwing an exception in OnGUI because m_VertSplit wasn't properly setup.
- Editor: Fixed a GUILayout exception switching to Prefab Mode.
- Editor: Fixed an issue where a console error is thrown when holding the control/command key and dragging objects in the hierarchy window.
- Editor: Fixed an issue where Unity exceptions are continuously thrown when the tags are reset.
- Editor: Fixed crash in RenderTexture::SetActive when entering the Play Mode
- Editor: Fixed editor windows appearing black when showing up along with a modal dialog
- Editor: Fixed renaming asset while scripts are re-compiling.
- Editor: Scripts will now be recompiled with updated scripting defines, after a restart when the input mode has been changed.
- Editor: Use the higher resolution of an icon for floating dpi values
- GI: Fixes a crash in the CPU lightmapper due to out of bounds access to the light grid.
- Graphics: Delayed acquiring the swapchain buffer when rendering with Vulkan
- Graphics: Do not perform rendering during OnValidate/CheckConsistency. This will invariably fail.
- Graphics: Errors appear when modifying a directional light with a reflection probe when HDRMode is R11G11B10
- Graphics: Filters out VFXRenderer from inspector
- Graphics: fix image layout complaint from vulkan validation layer by making sure we dont have multiple barriers for the same image
- Graphics: fix ShaderInputNotProduced vulkan validation layer complaint by adding colorwrite properly for the shadow pass
- Graphics: Fix slow down in Mesh API for some projects.
- Graphics: Fix validation error when using SRGB format for UAV
- Graphics: Fixed a crash where instancing properties are absent from the MaterialPropertyBlock object sent to DrawMeshInstanced calls. Fixed path-finding bug in which floating point errors would cause agents to take potentially large, spurious detours.
- Graphics: Fixed an issue with warnings inside SpeedTreeWind.cginc regarding pow() not working for negative numbers
- Graphics: Fixed crash in shader prewarming when using scriptable render pipeline
- Graphics: Fixed memory leak when using -batchmode command line argument and particles, lines or trails.
- Graphics: Implement frame pacing for Stadia
- Graphics: Incorrect colors due to copying from BGRA to RGBA format
- Graphics: MegaCity 2019.3 port crashes the editor when a subscene is streamed in and starts rendering
- Graphics: Mesh.RecalculateTangents no longer trims UVs to Vector2, if incoming mesh had Vector3 or Vector4 UVs.
- Graphics: Suppress HW-tier variants for SRPs. Disable tier-settings when an SRP is in use.
- Graphics: Vulkan: Increased internal limitation of 64 descriptors per set to 128, fixes compatibility with some complex shaders
- Graphics: When there is no renderpipeline tag specified in a shader match all pipelines, this was an oversight from a 19.3 refactoring and is now fixed.
- IMGUI: Fixed the cursor position when Home End keys are pressed.
- Input: Errors are Constantly thrown when Active Input Handling is set to Input System Package in HDRP and URP templates
- iOS: check for Application.RequestAdvertisingIdentifierAsync too when determining if ads api is used
- iOS: fixed an occasional crash on exit
- iOS: fixed ReplayKit.APIAvailable returning false on the first call
- iOS: Fixed showing Broadcasting ViewController on phones in landscape orientation
- Linux: Fix for "OnApplicationFocus" not being received on toggling between game view and any other window in the Editor.
- macOS: Fixed issue where repeatedly spamming the eyedropper button could hang the Editor.
- macOS: Fixed unreadable text in macOS installer in dark mode
- macOS: Fixes crash when changing Device to Use setting from Automatic to Intel GPU
- macOS: Improves the module installation button in Build Settings
- Particles: Fix applying a preset in the MinMaxCurve pop-out editor window.
- Particles: Fix crash/visual corruption when using GPU Instanced mesh particles.
- Particles: Fix memory overwrite/corruption when using shadow casting particle lights
- Physics: Fix a memory leak producing 2D physics collision callbacks when the multithreaded solver option is active.
- Prefabs: Fix crash on InstantiatePrefabDrag when dragging a Prefab to a Scene (that deletes its PrefabInstance handle in OnEnable)
- Prefabs: Fix Dragging a UI Prefab to the Scene view incorrectly shows it in the Hierarchy and an ArgumentOutOfRangeException is thrown.
- Prefabs: Fix that Editor logs errors when adding/removing a Component while Prefab is selected in a locked Inspector.
- Prefabs: References could be lost if a prefab was edited and saved after a player build.
- Prefabs: References following an array of a class that only contains a single boolean is now correctly remapped when the prefab is instantiated.
- Prefabs: Self-reference to variant via property overrride is now correctly mapped to an internal reference
- Profiler: Fixed an issue with remote captures where the Editor would freeze due to missing serialized data
- Profiler: Fixed an issue with remote captures where the Editor would freeze due to missing serialized data
- Profiler: Fixed chart highlight when selecting a simplified scripting sample in the CPU Profiler Timeline.
- Profiler: Fixed issue where "Unrecognized block header in profiler data" would occur when building and running multiple times with autoconnect profiler enabled would occur.
- Profiler: Fixed Timeline view Selection tool-tip being offset when expanding threads so that the thread with the selection goes out of view.
- Scripting: Fixed - Added support for dialects of Chinese language in Application.systemLanguage.
- Scripting Upgrade: avoids checking VCS if only files outside /assets folder needs updating.
- Serialization: Disable unstable test for case 1247566
- Serialization: Return a sound static element type name, when a SerializedProperty pointing to a managed reference array (not an actual array item)
- Serialization: SerializedProperty named guid will now be handled correctly when serialized to and from yaml.
- Shaders: Local keyword no longer removed when loaded from player asset bundle.
- UI: Fix Canvas size when Game window exists but is hidden since the Editor start
- UI Elements: Fixed issue with click events passing through the inspector preview if it's drawn over other inspector components.
- UI Elements: Optimize StyleVariablesContext hash computation
- UI Elements: Slider drop shadow would not properly follow indicator
- Video: Changed texSubImage to texImage, in order to solve some browser specific rendering issues in WebGL Videos
- WebGL: The rounding function we were using to support HDPI scaling is incorrect for negative numbers
- XR: Fix for excess memory compares in stereo and built-in matrix buffer updates during draw calls on Quest
- XR: Fixed a crash during shutdown on Android apps using Google's ARCore SDK for Unity
- XR: Fixes a lock/hang on splash screen on Oculus Quest when using IL2CPP and the Strip Engine Code option
- XR: fixes automatic upgrading for URP and HDRP projects
- XR: Implement full render pass/render param support for XR SDK providers
- XR: Linux Editor no longer attempts to load Resonance Audio library when running on machines that don't support SSE 4.1 instructions
- XR: XR: Fixed HDRP mirror view modes not working
API Changes:
- 2D: Added: Added an overload for GenerateGridSpriteRectangles with an extra parameter (bool keepEmptyRects) to allow users to keep empty rects as Sprites
Changes:
- 2D: Added Auto-Slicing and Keep Empty Rects options when selecting Grid Slicing in the Sprite Editor
- XR: Updated Oculus XR Plugin package to 1.3.4
Improvements:
- Android: Documentation clarified for Application.targetFrameRate behavior on mobile devices
- Editor: Added a Warning HelpBox in Preferences under Enable Code Coverage to notify users about lower performance when Code Coverage is enabled