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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 2020.1.6 資料更新 2020-09-17 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-2020.1.6f1.exe · 409.6 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:

Fixed:
- 2D: Fixed math expression evaluated prematurely in Sprite Frame module's integer fields
- 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 a bug where the additive scaling would have unexpected behavior if the referenced clip did not contain that scaling property
- Animation: Fixed a memory corruption that would trigger when destroying a playable in PrepareFrame
- Animation: Fixed a padding issue with the new northstar theme for the transition list in the state machine inspector
- Animation: Fixed flicker of whole animator transition inspector window when resizing it
- Asset Import: Fixed invalid/incompatible PSD that would crash FreeImage and the Editor
- Asset Import: Fixed TextureImporter Presets to correctly save their per-platform settings when modified
- Asset Import: Fixed to ensure TextureImporter per-platform settings are correctly applied when applying a Preset or using the Reset option in the TextureImporter context menu
- 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 automatic "Busy" dialog in Windows Editor to no longer shows up while Unity is in play mode
- 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 a crash in Radeon::AnalyzeImageLuminance after toggling baked object state while baking GI on GPU with Radeon denoiser
- GI: Fixed issue where a NullReferenceException is thrown after creating the new scene when the Light Explorer window is opened
- Graphics: Added an option to delay acquiring the swapchain buffer until after rendering in Vulkan
- Graphics: Fixed a bug where Cubemap.CreateExternalTexture was not correctly marking the native texture as cubemap during SRV creation
- Graphics: Fixed a casting issue when assigning int to bool w
- Graphics: Fixed color writes to work during a shadow pass when a color attachment is present
- Graphics: Fixed issue with packed miptails on D3D11/12 tiled resources
- Graphics: Fixed memory regression during building where VT was loading textures without unloading them
- Graphics: Fixed SRP Batcher to be better per shader sort during shadow pass
- IMGUI: Fixed the popup clickable area issue in MinMaxGradient with EditorGUI.indent level greater than 0
- License: Fixed an issue where Unity installers could display out-of-date terms of service
- License: Fixed to drain leftover messages from licensing IPC after timeout
- Linux: Fixed keypad period to associate with the correct keycode
- macOS: Fixed mouse position in fullscreen when black bars are present
- Package Manager: Fixed the issue where the version numbers in Package Manager UI and Asset Store do not match for certain packages
- Particles: Fixed a crash caused by changing the duration in the editor during playmode
- Particles: Fixed the Stop Action setting to consider children and sub-emitters before triggering its event
- Prefabs: Fixed an issue where a parent prefab might fail to correctly override changes to its nested children
- Prefabs: Fixed crash when using the logging functionality before instantiating prefabs in an enumerator
- 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: Reduced Profiler Window overhead on main thread
- PS4: Fixed issue where default project settings caused an error in PS4
- PS4: Fixed issue where Engine hangs at startup with certain VT cache sizes
- PS4: Fixed texture corruption with VT on certain texture formats
- Scripting Upgrade: Fixed to avoid checking VCS if only the files outside /assets folder need updating
- Shaders: Added missing AssetImportContext arg to CreateShaderAsset/UpdateShaderAsset API
- Shaders: Fixed HLSLcc doing bad precision downgrading on some cases
- Terrain: Fixed incorrect error message "A tree couldn't be loaded because the prefab is missing" printed during asset importing
- Terrain: Fixed instanced terrain rendering when the player is built with -nographics command line argument
- Terrain: Fixed issue where tree colliders are not rotated according to their mesh when random rotation is applied
- Terrain: Fixed that 'Control Texture Resolution' and 'Base Texture Resolution' were not saved
- XR: Fixed issue where GetStereoViewMatrix and GetStereoProjectionMatrix return the same value in both eyes in Multi Pass mode
- XR: Reduced unnecessary Vulkan backbuffer allocations

API Changes:
- iOS: Added: Added a public accessor for the legacy Game Center player ID, to give games an easier pathway to migrate to the new ID types in iOS 12.4

Changes:
- XR: Update verified packages for AR Foundation and related packages.

Improvements:
- 2D: Update 2D template to use current verified version of 2D packages