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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-2019.4.1f1.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:
- Android: Copy mapping file from the correct location
- Android: Detect new layout Android SDK tools
- Android: Fix freeze on Galaxy S20 when using OpenGL ES GPU skinning with blend shapes
- Android: Unity analytics does not get advertising ID anymore
- Animation: Fixed a crash that occurred when trying to reactivate a game object with an invalid playable output
- Animation: Fixed manipulation jitters in the Animation Window recording with 2D IK character setups
- Asset Bundles: Fix bug that prevented adding a scriptable object defined in a precompiled assembly to an AssetBundle
- Asset Import: Fixed assert errors of memory leak when EditorSceneManager.NewScene is called in OnPostprocessAllAssets
- Audio: Fixed editor crash on changing 'System Sample Rate' when Audio track preview is being played in Timeline window
- Bug Reporter: Fix a folder compression failure when path length is bigger than 260 symbols
- DX12: make sure we dont create a rendertarget that has kSurfaceCreateNeverUsed flag set
- Editor: Assembly References to package assemblies break IDE projects
- Editor: Dont invalidate a serialized property if we resize an array to the same size in the context of single edition
- Editor: Fix crash when Animator window is open
- Editor: Fix Entering Playmode with Scene Reload disabled crashes when DestroyImmediate is used in OnDisable
- Editor: Fixed issue where refresh timestamp in Package Manager/In Project view would not update correctly
- Editor: Fixed nondeterministic behavior when calling EditorApplication.isPlaying = true while scripts are compiling, so only one script reload happens. Before the fix either one or two script reloads would happen
- Editor: Fixing double consecutive OnDisable calls for inspectors while entering playmode or during assembly reload
- Editor: Preset target has the Preset asset name in the Preset inspector instead of a blank name so custom inspector can always rely on the .target.name value to be the asset one
- Editor: prevents hang from calling capturescreenshotastexture() outside of playmode
- Editor: Removed "macOS Color Picker" editor preference setting (that setting only ever partially worked anyway, e.g. it did not support HDR colors)
- Editor: Stop sending gyro settings to Unity Remote if nothing's changed
- Graphics: Fix loads from RWTexture in OpenGL ES 3.1 compute shader
- Graphics: Fix partial loads from RWTexture when using OpenGL ES, Metal, Vulkan
- Graphics: Fix RWBuffer<uint> in OpenGL ES 3.1 compute shaders
- Graphics: Fix unnecessary memory barriers generated when UAVs are bound as read-only on Nintendo Switch.
- Graphics: RenderDoc integration crash fixed
- Graphics: Setting MeshRenderer.additionalVertexStreams doesn't use the correct override Color when SRP Batcher is enabled
- Graphics: VFX : Fix Shader.SetGlobalBuffer in dispatch execution using defaultCommandBuffer in VFXManager
- Graphics: VFX parameters are not set when the gameobject is immediately deactivated and is not selected in the Hierarchy
- IL2CPP: Correct the implementation of ConcurrentBag so that it works with ETW managed code stripping
- iOS: Fix iPhone bluetooth controller buttons not registering input
- iOS: Fixes an issue that prevents native windows from overlapping the Unity view
- iOS: Include GameController framework whenever Input class is used in code, this will ensure MFI controllers like Dualshock will be discovered on application start
- iOS: Properly detect Dualshock gamepad during application start when new input system is used on iOS, the issue was because GameController framework was not included in exported project. AppleTV didn't had this bug, since GameController is always included in AppleTV's Xcode project.
- Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows
- macOS: Fixed Bundle Identifier from Player Settings not matching the generated Xcode project bundle identifier on macOS Standalone
- Mobile: Fix CoreLocation framework being falsely shown as "default" in plugin importer (moved to "frequent" list)
- Mobile: Fix horizontal axis input from MFI controllers on iOS 13
- Mobile: Fix iOS applicationIdentifier resetting during project upgrade
- Mobile: Fix iPad Spotlight icon name label in PlayerSettings
- Mobile: Prevent iOS/tvOS simulator builds from being appended with device builds
- Package Manager: Fixed an issue in the UnityEngine.PackageManager.Client.Pack method did not properly use the contents of .gitignore when .npmignore was missing
- Package Manager: Fixed an issue in the UnityEngine.PackageManager.Client.Pack method which could sometimes result in file permission issues
- Package Manager: Fixed an issue where npm authentication configuration was ignored when there was an extraneous slash at the end of the configured registry URL
- Package Manager: Fixed an issue where the Unity Package Manager could take more time to start up than the 10 seconds allotted by Unity
- Package Manager: Fixed an issue where the Client.GetAllPackageInfo method would silence errors and return an empty list of packages when there were registry reachability issues
- Particles: Fix opaque particle lighting in deferred rendering
- Particles: Fixed sub-emitters using the wrong position when first emitting
- Physics: Fixed an issue where calling SetEnabledFading(false) for the first time would cause the cloth instance to immediately snap into place and not disable properly
- Physics: Fixed an issue where cloth constraints would reset when applying a mesh with the same number of vertices
- Physics: Fixed an issue where painting constraints with the gradient tool would not apply a gradient values
- Physics: Fixed an issue with tethers not being created
- Prefabs: Fixed 50% of all object references appear as null within a scripts OnBeforeSerialize callback, during domain reloads
- Prefabs: Fixed ShowPrefabAssetRestructuringDialog crash when adding a RectTranform on an object
- Scripting: Added support for the new il2cpp_set_default_thread_affinity IL2CPP API
- Scripting: Changed behavior on debugger-agent, if we can't parse new behavior we now return invalid_argument instead of asserting
- Scripting: Fixed crash that occurred during domain reload that was caused by image set data being stored in the wrong image
- Scripting: Fixed issue where deserializing an abstract class containing a hierarchy of classes would fail and throw an unhelpful exception
- Scripting: Fixes Catalina OSX returning 0 for disk space on read only drives
- Scripting: Potential fix for random crash
- Shaders: Fixed regression in shader error state reporting with ShaderUtil.GetAllShaderInfo()
- TextCore: - Updated FontEngine to improve performance as well as reduce memory allocations
- Fixed Font Asset Creation process not using Multi-Threading in the Editor when using SDF8, SDF16 and SDF32 modes
- Fixed memory allocation issue when retrieving glyph adjustment pairs
- Fixed PairAdjustmentRecords returning a value of infinity with certain font files
- Fixed incorrect PairAdjustmentValues when using SDF8, SDF16 and SDF32 modes
- SDF, SDF8, SDF16 and SDF32 modes no longer use hinting to improve glyph sampling at low point size
- TextCore: FontEngine.GetGlyphPairAdjustmentTable OutOfMemoryException
- TextCore: Incorrect Vertical Alignment of Glyphs when using SDF8, SDF16 and SDF32 modes
- TextCore: TMP - Kerning Values are incorrect when using SDF8, SDF16 and SDF32 Render modes
- Version Control: Fix Temp/Package files getting added when installing a UPM
- XR: Fixed latency increase caused by prediction fixes
API Changes:
- Graphics: Added: Image conversion into a NativeArray is supported
- ImageConversion.EncodeNativeArrayToTGA
- ImageConversion.EncodeNativeArrayToJPG
- ImageConversion.EncodeNativeArrayToPNG
- ImageConversion.EncodeNativeArrayToEXR
- Package Manager: Changed: The enableLockFile option is now enabled by default when absent from the project manifest
Changes:
- 2D: Allowed users to set 0 for Offset Distance for a Composite Collider 2D
Improvements:
- Package Manager: Dependency resolution now automatically resolves trivial conflicts
- Package Manager: Improved performance of Package Manager metadata requests sent to the registry
- Physics: Make the MeshCollider fast midphase work on all platforms