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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-2020.1.9f1.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 importing files with vector layers generates textures incorrectly for PSDImporter
- 2D: Fixed Sprite Variant Window does not appear in Sprite Shape Controller Component when selecting a Spline
- 2D: Fixed unable to add item on Resetting the Preset of the SpriteShapeProfile
- 2D: Updated optional dependency support for Collections to 0.9.0-preview.6 and Burst 1.3.3 for 2D Animation package
- Android: Fixed framebuffer fetch on Adreno
- Asset Import: Fixed such that changing TextureImporter in the inspector no longer affects instantiated Texture2D until Apply/Revert is pressed and a new import is triggered
- Asset Import: Fixed the crash when using global search patterns
- Audio: Fixed an issue where an audio clip playing on the Timeline and routed out via an Audio Component wasn't correctly using a Mixer asset when the output Audio Component's state was toggled
- Editor: Added missing tooltips for Audio inspectors
- Editor: Added validator for audio source object field in video player inspector
- Editor: Fixed crash during player building where terrains are included in the build
- Editor: Fixed so a GameObject that is copy pasted to a different parent does have the same world position as the original GameObject
- Editor: Fixed such that NullReferenceException is thrown when calling AssetDatabase.OpenAsset after reopening Unity with the Project tab unfocused
- Editor: Improved playback/scrubbing display when manually drawing multiple audio clip previews
- Editor: Updated pubnub origin for collab to continue to support legacy TLS/SSL connections
- GI: Fixed a regression to denoising quality when using the Optix denoiser with the GPU Lightmapper
- GI: Fixed regression to denoising quality when using the OIDN denoiser with the GPU Lightmapper
- GI: Fixed such that if a scene isn't baked/has no lightmaps, the value of its lightmaps mode will be ignored
- Graphics: Added SRP batcher workaround for out of memory issues on Mali GPUs caused by high vertex load
- Graphics: Fixed crash on Stadia during launch
- Graphics: Fixed GetPixels on Texture2D that is compressed with Crunch to throw an exception and not crash
- Graphics: Fixed memory leak that occurs when loading a Scene with Addressables.LoadSceneAsync which has a large number of Texture references
- Graphics: GrabPass does not support Depth targets and only a single color target is supported. This applies to all platforms that we have. Added error check to prevent editor from crashing
- GraphView: Added capability support to stacks, stack children, and groups to help better avoid unsupported behaviors. Specifically with grouping and heterogeneous selections
- IL2CPP: Fixed to allow reverse p/invoke to work with methods that are only called via reflection
- Particles: Fixed uninitialized compute buffer access when using particle quads and gfx jobs
- Profiler: Fixed an Assert and Deadlock getting triggered in ProfilerHistory::SetSelectedPropertyPath when called, e.g. via UnityEditorInternal.ProfilerDriver.selectedPropertyPath, while no frame data is loaded into the Profiler
- Profiler: Fixed scroll wheel not working on thread names and repeat button not working on scroll bars
- Scripting: Fixed a hang that would occur when there is incorrectly set time zone data in the windows registry
- Scripting: Fixed issue where packets of a certain size would not get processed correctly and would cause the asynchronous task to timeout
- Scripting: Fixed issue where RuntimeInformation.IsOSPlatform would check the filesystem for a .dylib to see if the operating system was OSX. It now will reference Environment.Platform which makes a native call to check which OS we are on
- Scripting: Fixed performance regression when loading struct fields
- Scripting: Fixed runtime crash when accessing invalid address under debugging
- Scripting: Fixed such that invalid windows proxy configuration will no longer cause a NullReferenceException to be thrown in AutoWebProxyScriptEngine::InitializeRegistryGlobalProxy
- Shaders: Fixed crash when importing a project from an external drive formatted as exFAT on MacOS
- Text: Fixed IME composition duplication on focus change of text fields
- Video: Fixed potential invalid memory access while executing queued video player script callbacks
- Video: Fixed to respect enabled state of output audio sources
- Windows: Fixed Chinese Windows IME initialising at wrong position, jumping to correct position after first symbol is typed
- Windows: Fixed predictive text IME appearing in wrong location when inputting non-English text
API Changes:
- Animation: Added: Added a new parameter to the MatchTarget function for auto matching completion in case of interruption
Changes:
- Multiplayer: Bumped multiplayer hlapi minimum package version to 1.0.6
- XR: Updated the Oculus XR Plugin package to 1.5.0
Improvements:
- Animation: Improved the warning detecting clashes of animated property curve names, so it has fewer false-positives and isn't logged repeatedly
- Editor: Added two new events to ObjectSelector: ObjectSelectorSelectionDone: An item in the list is double-clicked; and ObjectSelectorCanceled: The window was closed by explicitly pressing escape on the keyboard
- Video: Improved to allow video player to use blob urls on webgl
- XR: Updated api docs on XRDisplaySubsystem.scaleOfAllViewports and XRDisplaySubsystem.scaleOfAllRenderTargets