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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-2020.2.3f1.exe · 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 TilemapRenderer in Individual mode not rendering Tiles with Tilemap Color
- Android: Fix Application.targetFrameRate and Screen.currentResolution.refreshRate on some variable refresh rate displays
- Android: Fixed Android Export Project option when Il2CPP used with C++ Compiler Configuration Master
- Animation: Fixed a bug where the most recent Animation Event is not triggered again when resetting Playable Time with SetTime(-1)
- Asset Import: Removed unsupported layerElement reference mode error logs
- Audio: Fixed DSPGraph mixer thread exceptions
- Audio: Fixed DSPGraph playback not pausing when player is paused
- Build Pipeline: Fix Unity command line player build failing due to invalid path argument to '-buildLinux64Player'
- Burst: Support for loading additional burst libraries in playmode/standalone for modding support.
- DX12: Fix for shader resource view of indirect argument buffer
- Editor: Added missing keycode mappings for special characters (e.g. ^, ~, |)
- Editor: Ensure there's proper Prefab and context menu handling for a ReorderableList as a whole, also when removing elements from the list.
- Editor: Exposed BuildUtility.BuildCanBeAppended to check for possibility of BuildOptions.AcceptExternalModificationsToPlayer usage
- Editor: Fix SceneHierarchy renaming using the context menu while a renaming is already active
- Editor: Fixed an issue where Asset Database dependencies were not included when exporting packages.
- Editor: Fixed AppStatusBar throwing MissingReferenceException when the Editor Layout is reset during Progress Bar updates.
- Editor: Fixed audio clip preview playback position when clicking on the waveform.
- Editor: Fixed Game Objects with Playable Director component can't be turned into a prefab when Timeline window is open in preview mode.
- Editor: Fixed ReorderableList not being drawn correctly while in horizontal layout
- Editor: Fixed serialized private inherited arrays not being reorderable by default
- Editor: Fixed [NonReorderable] not being applied to a private arrays inside a struct
- GI: Fixed color space for directional lightmap while baking with progressive updates.
- GI: Increase numerical stability in tetrahedralization code.
- Graphics: Added support for CreateExternalTexture with the Vulkan API
- Graphics: Fixed an issue where the was no warning about double usage in shaders on metal
- Graphics: Fixed incorrect shadows when using DrawMeshInstancedIndirect
- Graphics: Fixed issue where speedtree textures were becoming unbound after clicking "Regenerate materials"
- Graphics: Fixed metal/vulkan shaders sometimes referencing inputs omitted by the compiler
- Graphics: Fixed metal/vulkan shaders sometimes referencing outputs omitted by the compiler
- Graphics: Fixed shaders that use immediate consts failing compilation under some circumstances
- Graphics: Fixed situation where Hybrid Renderer could throw errors because of invalid reflection data
- Graphics: Issue an error message when trying to use the Hybrid Renderer V2 with SRP Batcher OFF. Also deterministically skip the rendering in this case
- Graphics: Readded VSync Count tooltip in Quality Settings
- Graphics: Removed excessive CustomRenderTexture updates and fixed various dependency issues
- Graphics: Support for Crunched 16k textures
- Graphics: Texture2D.PackTextured changes so that compressed textures with mips and a padding greater than zero are now decompressed (see documentation for details)
- IL2CPP: Avoid a crash on startup for assemblies that use nested types in the type. Google Ad Mobs has one such assembly, for example
- IL2CPP: Fixed file and directory patterns ending with ".*" incorrectly including files names that partially match on non Windows platforms
- IMGUI: Fixed the MissingMethodException when adding elements to ReorderableList with String type
- iOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed
- Linux: Fixed an issue where the Linux Downloader would not properly extract files
- Linux: Fixed tooltip shows up in the window switcher as a separate window
- macOS: When selected XCode project build destination is not allowed (root project folder, Assets folder, etc.) warning is displayed
- Networking: UnityWebRequest: DownloadHandler.text will handle exception if encoding is not supported (fallback to UTF-8)
- Package Manager: Fixed 'My Registries' menu not showing up after configuring a scoped registry
- Package Manager: Fixed an issue where missing localhost in the hosts file configuration could prevent Unity from connecting to the Unity Package Manager
- Package Manager: Fixed issues when using Unity Package Manager on Intel's 10th generation processor
- Package Manager: Fixed issues where updates to outdated Assets does not show up in the Package Manager UI
- Package Manager: Fixed the issue where Open in Unity from Asset Store results in endless loading in Package Manager
- Particles: Fixed ParticleSystemRenderer GetMeshes freezing when one of its meshes had been destroyed and had gone null
- Physics: Display Linear and Angular damping in the root of the ArticulationBody
- Prefabs: Fixed that dragging a Prefab asset to the Scene view while in Prefab Mode in Context did not render the dragged object normally but instead using the context render mode
- Profiler: Fixed crash due to used textures stats counting when gfx jobs are enabled
- Profiler: Fixed ProfilerRecorder for "GC Allocated In Frame" reports 0 bytes if the Profiler isn't currently recording
- Profiler: Prevent disabled Profiler modules from pulling Profiler statistics.
- Profiler: Prevent the chart separator lines from disappearing when resizing or scrolling in the Profiler window.
- Scripting: Changed NativeArray limit of 2GiB in size, and now it can contain 2^31 items instead.
- Scripting: Fixed ApiUpdater internal recursion when assigning to deprecated Component.rigidbody
- Scripting: Fixed hang that would be encountered when mono's finalizer thread would compete with the debugger thread for a lock
- Scripting: Fixed potential AsseblyUpdater assembly corruption when applying Camera.GetScreenHeight() / GetScreenWidth() -> Screen.height/width updates.
- Scripting: Fixed potential AsseblyUpdater assembly corruption when field name and type needs updating
- Serialization: Fixed crash reordering array of struct, containing SerializeReference fields and non SerializeReference fields as well under certain circumstances.
- Serialization: FormerlySerializedAs attribute now correctly new value instead of old value if both are present
- Serialization: ProjectSettings will now get re-serialized as text instead of as binary
- Shaders: Fixed a crash when trying to set keywords on a material that has no shader assigned
- Shaders: Fixed compute and raytracing shader caching regression
- Shaders: Fixed handling of the scalar after the matrix that is not 4xN
- Shaders: Fixed local keyword from UsePass not working in the shader that uses the pass
- Shaders: Fixed shader memory being attributed to ShaderLab instead of individual shaders
- Terrain: Fix the case where terrain appears temporarily white during a scene save
- Terrain: Fixed a crash when neighboring terrains have inconsistent heightmap settings
- Terrain: Fixed terrain GI baking where holes are painted
- Terrain: Fixed terrain normal maps and mask textures around holes
- Terrain: Fixed the terrain geometry after painting holes
- UI: Fix issue where a Graphic could be set as a raycast target even is disabled
- UI Toolkit: Fixed performance of Line Renderer list of positions when its size is big enough to require scroll on the Inspector view
- Video: [osx] Fixed a crash when playing a video at speed > 2x
- XR: Fix Vulkan broken on Oculus Quest
Changes:
- Shaders: Increased the global shader keyword limit to 384
- XR: The Oculus XR Plugin package has been updated to 1.7.0
- XR: Updated Windows XR SDK Plug-in to 4.4.0
- XR: Updated XR Plug-in Management to 3.2.17
Improvements:
- Physics: Rearrange the ArticulationBody properties so that damping and friction is located right after mass and is not visually separated from it by the anchor properties
- Prefabs: Undo operations on objects in nested prefabs has been optimized by up to 30%
- Shaders: Improved a warning about arrays in property sheets being capped to previous size