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想做遊戲但不知從哪開始,Unity能幫你什麼

Unity 軟體圖示 Unity 2019.4.3 資料更新 2020-07-09 閱讀約 7 分鐘

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。

Unity 操作介面
Unity 的操作介面

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。

Unity 介面畫面 2
Unity 介面畫面

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。

Unity 介面畫面 3
Unity 介面畫面

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。

Unity 介面畫面 4
Unity 介面畫面

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

前往官方網站 下載 Unity

UnityDownloadAssistant-2019.4.3f1.exe · 307.2 KB · 連結指向軟體原廠

版本紀錄

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看完整版本清單

這一版改了什麼

What's new in this version:

Fixes:
- 2D: Fixed "A Native Collection has not been disposed, resulting in a memory leak" is thrown when 2D Sprite Shape Controller is added
- 2D: Fixed error occurs when unselecting Cache Geometry for Sprite Shape prefab
- 2D: Fixed exception when creating UXML Template asset with 2D Animation package installed
- 2D: Fixed InvalidOperationException thrown continuously on adding "Sprite Shape Controller" Component to a Sprite object
- 2D: Fixed OnGUI in SpriteShapeController creates GC allocs
- Android: Fix native exception handler code to be thread safe, potential fix for crashes which contains stacktrace with install_signal_handlers entry
- Animation: Animation window now shows clips from both the animation and animator components if both components exist on the GameObject
- Animation: Fixed a bug where the Animation Preview does not find the model when using Generic Animation Type
- Animation: Fixed a crash that would happen when trying to access a default muscle with an invalid index
- Animation: Fixed crash when using binary2text on *.bundle with Playable Director
- Asset Import: Fixed a rare issue which could cause improper UV generation for a model when mesh compression is enabled
- Asset Import: Non-set values for UVs in FBX files are imported with default value 0,0 in the Mesh
- Asset Pipeline: Fix for crash in inside mono that could happen during cache server download
- Audio: Set override sample settings sets override for incorrect platform when passing a string
- Audio: Unity print "More than 2048 Allocators are registered. Reduce allocator count" and crashes
- Build Pipeline: Reduce amount of garbage collection performed inside the ContentBuildInterface
- CodeEditor: Enable player generation in GUI
- CodeEditor: Local and Embedded packages are the default value when we have a new project
- Core: Bug Fix to now allow any native container with multiple safety handles to ignore safety with the attribute [NativeDisableContainerSafetyRestriction]
- Editor: Fire SceneOpening/SceneOpened callbacks when scene reloaded
- Editor: Fixed game view flickering when resizing it while frame debugger is enabled
- Editor: Fixed input lagging when the editor is running slow
- Editor: Fixed Line Renderer tool not working if gizmos are disabled in the Scene View
- Editor: Fixed the background color of the selected snapshot element in the Audio Mixer window in play mode
- Editor: Fixed the Shuriken Icon issue in inspector
- Graphics: Fix mesh properties throwing readability errors in the Editor when Mesh.isReadable is set to false
- Graphics: Fix: SplashScreen logo and background textures not being deallocated
- Graphics: Fixed a crash in shadow rendering when painting trees on the terrain
- Graphics: Fixed crash on shader warmup
- Graphics: Fixed missing submesh index range validation in Mesh.SetSubMesh & SetSubMeshes
- Graphics: Fixed NPOT Crunched textures crashing Editor and Player, Crunched NPOT textures now require to have a size that is multiple of 4
- Graphics: Fixed Visible AO artifact on XBOX ONE
- Graphics: Mesh.SetVertexBufferParams now issues a warning if vertex attributes are passed in non-expected order
- IL2CPP: Fix crash on startup when an exception is thrown executing a method with the RuntimeInitializeOnLoadMethodAttribute
- IL2CPP: Fixed crash in Array.Copy when array size is >= 2GB
- IL2CPP: Generate less source code for managed debugging
- IL2CPP: Properly throw a NullReferenceException for 'throw null;' statements in C# code
- iOS: Fixed iOS append build failing
- License: Fixed an issue where Headless (build-server) licenses did not work with only -batchmode
- macOS: Fixed crash in -[CocoaMainMenu validateMenuItem:] when using the Help menu search after building a player
- macOS: Fixed issue where the color picker would select the wrong color when using a non-sRGB color profile on your monitor
- Package Manager: Fixed network requests sometime mislabeling the host as undefined when unsuccessful
- Package Manager: Package manager: Fixed git package failing when revision anchor and path query parameters are both set
- Particles: Disabled Particle System "Open In Editor" button when editing a preset
- Profiler: Fixed profiler collecting samples when Playmode is paused
- Scripting: Fixed issue with x64 jit codegen with regard to valuetype references
- Shaders: Fixed bad GLSL for loop condition check generation on some cases
- UI: Fixed UI Flickers in Game View when Camera.Render is Selected in the Frame Debugger
- WebGL: Fix build error when AllowDebugging option is enabled for WebGL platform
- Windows: Fix incorrect mouse position in Wheel input events
- Windows: Fix NewInput not respecting swapped mouse buttons
- XR: Fixed Vulkan framebuffer layer count logic when using multiview
- XR: Re-enabled dynamic MSAA levels with Vulkan and FFR

Changes:
- 2D: Changed Editor settings for new scripts line ending to 'OS Native' in 2D template
- iOS: Removed the breaking interface change to IUserProfile accidentally introduced in 2019.4.2f1

Improvements:
- 2D: Allow mesh to be baked to save generated geometry data in Sprite Shape