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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-2020.1.1f1.exe · 409.6 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:
- Animation: Fixed an issue where the animator would be invalid when setting a runtime animator controller to null then assign it a value
- Asset Import: Scenes do not loose references to Model transform after updating a project with Presets being applied during import
- Asset Pipeline: Changed behavior in Refresh
- Empty folders that don't have .meta files get deleted if the folders were known before
- If an orphaned .meta file is marked as folderAsset the folder is recreated
- These changes address issues related to creating/deleting folders in certain (p4, git) version controlled projects where empty folders don't get created/deleted when the user gets latest version on the client
- Asset Pipeline: Fixed an imported asset dependency on a source asset could lead to a wrong import
- Asset Pipeline: Prevented PluginImporter importing from root folders in registered asset folders
- Audio: Set override sample settings sets override for incorrect platform when passing a string
- Build Pipeline: Fixed build never finishing when there is a large number of assets in the StreamingAssets folder
- Editor: Fixed an issue where a MissingReferenceException was thrown when undo operation is performed with a Particle System object selected
- Editor: Fixed an issue where the newly added menu item under GameObject context menu is always displayed as enabled inappropriately, irrespective of the validation function being verified
- Editor: Fixed application freezes when it is out of focus
- Editor: Fixed freeze when Time.timeScale is set to NaN
- Editor: Fixed rare Editor hang on OSX when building to player
- Editor: Improved Mesh triangulation warnings to display the path to the asset where they originate
- Editor: Made shortcuts value based instead of location based in the Linux editor thereby making shortcuts consistent for all keyboard layouts
- Editor: Xcode projects generated for MacOS standalone builds will now correctly copy native plugins
- Graphics: Added correct usage flag in VFX mesh stripping : avoid lost of actually used channel
- Graphics: Fixed a potential crash in VFX when effect was updated out of frustum in indirect mode
- Graphics: Fixed an incorrect clamping of ASTC HDR lightmaps
- Graphics: Fixed an incorrect cubemap convolution of ASTC HDR cubemaps
- Graphics: Fixed CustomRenderTexture not using depth for camera rendering
- Graphics: Fixed Hybrid renderer + builtin unity + custom material vars rendering order issue
- Graphics: Fixed incorrect reported "WARNING: Shader Unsupported: 'shadername' - All passes" for HDRP/Lit shader
- Graphics: Fixed issue where the Vulkan pipeline cache data was not getting saved on Stadia
- Graphics: Fixed SV_RenderTargetArrayIndex on Vulkan
- Graphics: Fixed SV_RenderTargetArrayIndex with tessellation shaders on Vulkan
- Graphics: Fixed viewport clear when using texture array on Vulkan
- Graphics: Fixed Vulkan shaders on desktop not working like they do in Metal with half precision disabled in most cases except explicit min16float in shader
- Graphics: Game view Statistics tab reports false values when using SRP
- Graphics: Image conversion into a NativeArray is supported
- ImageConversion.EncodeNativeArrayToTGA
- ImageConversion.EncodeNativeArrayToJPG
- ImageConversion.EncodeNativeArrayToPNG
- ImageConversion.EncodeNativeArrayToEXR.
- Graphics: Improved Hybrid Renderer V2 error handling when incompatible shaders are detected
- Graphics: Solved performance issues with reflection probe anchors when reloading scenes
- IL2CPP: Fixed ArgumentException thrown in Socket constructor when using Windows SDK 10.0.19041.0
- IL2CPP: Fixed ARM64 release build failure that could occur in some circumstances
- IL2CPP: Fixed GC performance regression on Android and Linux
- IL2CPP: Fixed managed stacktrace resolving on old Android devices (5.0 and lower), previously stacktrace resolving would fail and would show zero frames, now it should show proper managed stacktrace
- IL2CPP: Generate less source code for managed debugging
- iOS: Fixed occasional crash on exit pointing to ViewInfo_OnDisplayCutoutsChanged
- iOS: Fixed Xcode archive validation error when using custom storyboard
- Linux: Fixed chains of editor windows not remaining open when clicking the x button
- macOS: Fixed popup stays open after closing window
- Package Manager: Disabled Cancel button in the Package Manager progress pop-up
- Package Manager: Fixed case 1239910, delay display of labels
- Package Manager: Fixed case 1245090 close filtersWindow if already open (dbl-click)
- Package Manager: Fixed loading spinner rotation speed
- Particles: Fixed crash when using ParticleSystemRenderer.BakeMesh with Mesh particles and GPU instancing
- Particles: Fixed exception being thrown when Texture Sheet Animation module is multi-editing a large list of sprites
- Particles: Fixed trying to use GPU Instancing on devices that can't do Structure Buffer reads in Vertex Shaders
- Physics: Fixed an Editor crash on "Collider2D::Cleanup" when changing Scene and disabling a GameObject at the same time
- Physics: Fixed an Editor crash on "PhysicsContacts2D::EndContact" when exiting Play mode after Assertion failed on expression: "GetShape() == NULL"
- Physics: Fixed ArticulationBody.immovable property setter to have effect when set during runtime.
- Physics: Fixed collision detection of kinematic Rigidbody with non-convex mesh collider
- Profiler: Fixed an issue where CPU texture memory would no longer be reported
- Profiler: Fixed outn of memory crash when saving large frame in Profiler
- SceneManager: Fixed SceneManager.GetSceneByBuildIndex returns a blank Scene object when 'Reload Scene' is disabled
- Scripting: Fixed engine code stripping bug when a user assembly was named InputModule.dll or matched any of the other engine module names
- Scripting: Sort ILPostProcessors by name
- Serialization: Fixed crash when using SerializedProperty::SetManagedReferenceValue with object instance containing boolean serialized field
- Serialization: Fixed crash with recursive generic instance containing field of the generic instance type
- Serialization: Fixed serialization layout errors when using classes with arrays of structs containing SerializeReference fields
- Shaders: Fixed an issue which would causes shader requirements not to be serialised correctly
- Shaders: Fixed Caching preprocessor output when encountering an unknown preprocessor directive
- Shaders: Shaders with GrabPass can now be added to ShaderVariantCollection
- Text: Fixed for GetPathsToOSFonts() not returning any valid font file paths on iOS
- TextCore: Fixed potential marshalling array resize issue
- UI Toolkit: Fixed allocating TextInfo inside TextHandle when not necessary
- UI Toolkit: Improved performance for elements using star rule by removing duplicates in StyleVariable list
- WebGL: Fixed "Constant Physical Size" UI scale mode on WebGL
- Windows: Fixed visual artefacts that can appear when the window is minimized and restored after previously running the standalone player in fullscreen
- XR: Added a pre-init flag to request an offscreen Vulkan swapchain
- XR: Projects targeting ARCore (Android only) can now use any Gradle version up to 3.6.0
API Changes:
- XR: Added: Expose new fields to SystemInfo so that SRP and end-users can have more knowledge about graphics capabilities required for single-pass rendering techniques
Changes:
- XR: Updated Oculus XR Plugin package to 1.4.0
Improvements:
- Editor: Scene view "Shaded Wireframe" mode can work with SRPs now, via ScriptableRenderContext.DrawWireOverlay.
- Editor: Vertex snapping is many times faster on large scenes, and it's easier to snap to vertices that are close/visible, without accidentally snapping to some far away occluded objects