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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-2020.1.5f1.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:
Fixed:
- 2D: Fixed batching and rendering order for TilemapRenderer chunks when there are high vertex counts for the Tilemap mesh.
- 2D: Fixed Enter Playmode speedup if user wants Sprite Atlas to always be enabled with Sprite Atlas v1 for fairly large projects.
- 2D: Fixed Eraser tool changing to Paint tool after a mouse drag.
- 2D: Fixed layout of Tiles in the Tile Palette to be equal in width and height where possible when dragging in Sprites and Tiles to Tile pallete
- 2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields.
- 2D: Fixed Shift-Erase not returning to the Paint Tool when painting with the Tile pallete
- AI: Fixed editor crash happening when retrieving the names of NavMesh agent configurations from a corrupt NavMeshAreas.asset file.
- Android: Fixed GrabPass when Blit Type is Auto.
- Animation: Fixed Animation Window icons that where pixelated on HiDPI screens.
- Animation: Fixed flicker of whole animator transition inspector window when resizing it.
- Asset Import: Fixed crash in Material::ClearUnusedProperties when assigning a loaded shader in OnPostprocessMaterial.
- Asset Import: Fixed invalid/incompatible PSD that would crash FreeImage and the Editor.
- Asset Import: Fixed LoadImage to return PNGs in the authored colorspace when gAMA block is authored, instead of gamma 2.0. A new static flag has been added to the ImageConversion class to disable this behavior. See Texture2D.LoadImage for additional details.
- Audio: Fixed audio mixer reimport stalls when toggling between mixer assets in the audio mixer window.
- Audio: Fixed Streaming AudioClip file handle leaks on sounds that are stopped before having finished the initial buffering of the stream.
- Build Pipeline: Fixed an edge case where Textures attempt to load data from an invalid path during the build.
- DX12: Fixed Standalone applications freezing sometimes when ray tracing effects are used in HDRP.
- Editor: Fixed a crash if importing an additional SceneVisibilityState.asset into the project.
- Editor: Fixed an issue where foldout arrow icon is misaligned after expanding Material Reference[0] property in the Animation window.
- Editor: Fixed an issue where multiple calls to OnDisable() occur in Selectable.cs due to the user script.
- Editor: Fixed automatic "Busy" dialog in Windows Editor to no longer shows up while Unity is in play mode.
- Editor: Fixed crash when pasting a copied UI GameObject in the Hierachy window, when an attached script changes Transform type and deletes objects in Awake.
- Editor: Fixed possible Mac editor crash if it was trying to display a progress bar with a long text string, that got trimmed at an unfortunate length to result in invalid UTF8 sequence.
- Editor: Fixed to avoid callback to IExternalScriptEditor.Initialize.
- GI: Fixed an issue where identical probe positions get mistaken for one another, even if they have different light stored in it.
- GI: Fixed GPU Baking Device dropdown showing the first device in the list by default, regardless of the actual baking device.
- GI: Fixed syncing of custom LightProbes set on the API with all LightProbe objects.
- GI: Returned the correct state of LightProbes when specifying a different object than Lightmapping.lightProbes.
- Graphics: Added a Retry and additional logging when ETC compression fails.
- Graphics: Added Mesh.SetVertexBufferParams and MeshData.SetVertexBufferParams overloads that take a NativeArray vertex attributes array.
- Graphics: Fixed a bug where the wrong Virtual Texturing Texture Stacks got sampled in a Material with more than one Texture Stack in a non-development Player.
- Graphics: Fixed a crash when doing custom frequency shadow cascade updates.
- Graphics: Fixed broken virtual texturing on Xbox.
- Graphics: Fixed issue with the BC6 texture format when using Streaming Virtual Texturing.
- Graphics: Fixed memory corruption when calling GetPixels on a compressed texture to get a top mipmap (1x1,2x2,..) that has a dimension that is lower than the used texture compression block size (typically 4x4).
- Graphics: Fixed memory regression during building where VT was loading textures without unloading them.
- Graphics: Fixed render targets to be created as MemorylessMSAA only if the supported number of MSAA samples is greater than 1.
- Graphics: Fixed shader with constant buffer not used to prevent crashes in editor.
- Graphics: Fixed SkinnedMeshRenderer.BakeMesh to bake cloth changes into the target Mesh.
- Graphics: Fixed texture streaming not loading correct mips and not respecting QualitySettings.masterTextureLimit for shadow mask textures.
- Graphics: Fixed the mojo-shader-preprocessor to not use fixed arrays while reducing an expression.
- Graphics: Fixed Virtual Texturing spamming errors to the log in ShaderGraph when using incomplete Texture Stacks.
- IL2CPP: Fixed a JSON exception when building a project with large number of scenes.
- IL2CPP: Fixed crash on startup with script debugging enabled with deeply nested generics.
- IL2CPP: Fixed handling of enum types with more than 32784 fields.
- IL2CPP: Fixed open delegate invocation on a struct method that implemented an interface method.
- IL2CPP: Fixed performance regression when parsing an XML document with a DTD.
- IL2CPP: Fixed support for IPv6 addresses in Dns.GetHostAddress on Windows.
- IL2CPP: Fixed to avoid warnings from IL2CPP generated code when struct prototype warnings are enabled for C files.
- IL2CPP: Removed an unnecessary assertion in SetFindPluginCallback.
- iOS: Fixed a rare crash when iOS device is mirrored to an AppleTV.
- iOS: Fixed an issue with the loading of the system font on iOS 13.
- iOS: Fixed treatmeant of certificates that have been explicitly trusted by the user to be the same as ones from the OS.
- iOS: Fixed unintended storyboard rotation if device changes orientation during initial application loading and autorotate is enabled.
- Kernel: Fixed handling of recursive exceptions being raised whilst running burst compiled code.
- Linux: Fixed issue where Nvidia GPUs would not properly support GPU based lightbaking.
- Linux: Fixed keyboard modifiers from being incorrectly munged while moving between editor windows.
- Linux: Fixed keypad period to associate with the correct keycode.
- Mobile: Fixed broken 1.2.0 package which should not have been release and replace it with the correct version. 1.2.0 should nev
- Package Manager: Fixed Package Manager dialog box being empty if the error message was too long.
- Package Manager: Fixed Package Manager to display packages when using candidates registry.
- Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages.
- Particles: Added support for Meshes using Float16 (aka Half) UV channels in the Particle System Renderer.
- Particles: Fixed Assert not being produced when setting the duration or randomSeed property and the system was paused. This is not supported.
- Particles: Fixed ParticleSystem ignoring transform changes made by Constraints.
- Particles: Fixed the Stop Action setting to consider children and sub-emitters before triggering its event.
- Particles: Fixed velocity calculations when changes are made in LateUpdate.
- Physics: When using a configurable joint, a warning message is raised and values are clamped to the Quaternion Identity if the Target Rotation quaternion is invalid (not normalizable).
- Prefabs: Fixed 50% of all object references appear as null within a scripts OnBeforeSerialize callback, during domain reloads.
- Prefabs: Fixed crash when using the logging functionality before instantiating prefabs in an enumerator.
- Profiler: Fixed "System Used Memory" memory counter reporting 0 on iOS, XboxOne and PS4.
- Profiler: Fixed an issue in the Profiler window whereby the splitter separating charts and the details pane could not be adjusted on monitors with a scaling factor set.
- Profiler: Fixed an issue with multi-dimensional arrays of reference types not having their metadata type being reported.
- Profiler: Fixed an issue with player to editor serialization getting corrupted, due to the addition of missing root references to the memory profiler backend.
- Profiler: Fixed m_SelectedThread not checked for null before accessing during frame selection.
- Profiler: Fixed profiler not counting number of draw calls correctly when using CommandBuffer.
- Scripting Upgrade: Fixed to avoid checking VCS if only the files outside /assets folder need updating.
- Serialization: Ensured that globalgamemanagers.assets is deterministic.
- Serialization: Fixed error "Expect ':' between key and value within mapping" when extra spaces were found at the end of a block mapping.
- Universal Windows Platform: Fixed Burst not working in ExecutableOnly builds.
- Universal Windows Platform: Fixed bursted code falling back to non-burst path.
- Universal Windows Platform: Fixed plugin .pdb files not getting packaged into .appxsym package when creating a build to be uploaded to the Windows Store.
- XR: Reduced unnecessary Vulkan backbuffer allocations.
Changes:
- Package Manager: Package com.unity.purchasing updated to 2.1.0
- XR: Updated Oculus XR Plugin package to 1.4.3
Improvements:
- Editor: Updated to ProBuilder 4.4.0
- GI: Changed AMD board names shown in the Lighting window to GPU device dropdown instead of gfx901, gfx1010 etc
- Package Manager: Upgraded Cinemachine to 2.6.1
- Profiler: Load icon changed to more clearly read as "Load"
- XR: Changed XR Statistics to cache thread-safe stats that only get promoted to 'live' data after a render pass. However a number of data points need to be 'initialized' before we actually render a frame (like Frame Rate)