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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-2020.2.4f1.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:
- Android: Fixed rendering artifacts when using HDR rendering with MSAA on sold Mali Bifrost GPUs
- Asset Pipeline: The Assembly version is no longer included in the script type hashes that was used for script type dependencies
- Build Pipeline: During Player build, the progress bar would display the message "Bunding and compressing data", which contains a typo. This has been fixed to read "Bundling and compressing data"
- Burst: Fixed a crash when a call to System.Diagnostics.Debugger.Break from a Burst-compiled job or function pointer was called without a debugger attached
- DX12: Fixed GPU hang due to corrupt SRV
- Editor: Fixed an issue with the progress bar on windows when user code drives it in "non-modal" way
- Editor: Fixed crash in some progress bar scenarios that resulted in recursive repaints (e.g. after turning on raytracing support in HDRP
- GI: Fixed an issue of a missing occlusion when baking LODs with the CPU lightmapper
- GI: Make the default skybox probe and ambient probe automatically baked until a first manual bake is done
- Graphics: Fixed a Severe one frame Motion blur artifacts issue that occurred on editing of blend shapes
- Graphics: Fixed an incorrect GeometryJob Fence initialisation that caused graphical corruption in UI canvas rendering
- Graphics: Fixed an issue where ComputeShader.SetConstantBuffer caused a freeze
- IL2CPP: Emit compilable C++ code for C# string literals containing the "//" character sequence
- IL2CPP: Ensure that FieldInfo objects for the same base class field from two different derived types do not match
- IL2CPP: Fixed an incorrect behavior of asynchronous file stream reads
- IL2CPP: Fixed an issue with re-throwing an exception from a catch that includes a nested try/catch block
- iOS: Fixed an issue where UnityWebRequest sometimes got stuck on iOS 14.2+ when using ARFoundation
- Kernel: Fixed random crash while executing TLSAllocator::FrameMaintenance
- Linux: Automatically install toolchain for building Linux IL2CPP players when Linux IL2CPP component present
- Package: Fixed an issue where Burst would erroneously error on BurstCompile.CompileFunctionPointer calls when building for the DOTS Runtime
- Package: Fixed an issue where clang segmentation fault on iOS when member function debug information were emitted, it is disabled for this platform now
- Package: Fixed an issue where explicitly casting from an int to IntPtr would not sign extend the value
- Package: Fixed DOTS Runtime JobProducer Bursting code to support JobProducers with multiple generic arguments, complex job wrapper and generic jobs
- Package: Fixed managed implementations of blend_epi32 and mm256_blend_epi32 intrinsics on Mono
- Package: Intrinsics: Neon - fixed vget_low and vget_high producing suboptimal code
- Package Manager: Fixed an issue where users cannot use downloaded filter for the My Assets tab in Package Manager UI
- Particles: Fixed an issue where Rate over Distance emission sets particle ages correctly
- Profiler: Fixed an issue with sending enable/disable recording messages to connected players, where the player would not respond to the message correctly
- Scripting: Fixed an issue where Response files list (csc.rsp) was not passed up to external compilers
- Serialization: Fixed a crash when opening the Preset window on an object containing SerializeReference with instances accessible from multiple property path
- Shaders: Fixed an issue where the Shader compiler did not handles CR line endings
- Shaders: Fixed an issue where the Shader compiler would generate calls to bitfieldExtract when building for OpenGL ES 3 or WebGL 2
- Shaders: Fixed incorrect code being generated for GATHER_PO instruction on Vulkan
- Text: Fixed an issue where changes to TextMesh.color could be rendered a frame too early
- UI: Fixed an issue where if a aspectRatioFitter has a parent assigned afterwards the cached parent wouldn't update properly
- UI Toolkit: Binding operations are done asynchronously to improve performance and avoid editor lockup
- UI Toolkit: Fixed an issue where Right-click context menu on properties would not show on every bound field
- UI Toolkit: Fixed an issue where UQuery: Query<VisualElement> would not correctly returns all elements
- UI Toolkit: Fixed an issue with Focus() method on TextField controls
- UI Toolkit: Fixed Element not visible after being hidden/shown in a specific sequence issue
- UI Toolkit: Fixed missing icons when the atlas render texture was destroyed by the engine
- UI Toolkit: Fixed wrong addressing of dynamic transforms issue when new atlas slot is used
- Video: Fixed an issue where the VideoPlayer.frameReady was not invoked for some frames
- Video: [MacOS] Fixed an issue where UrlSource streaming stuttered in Video Player
- XR: Fixed a deadlock when Windows player is invisible with VR enabled
- XR: Updated the verified AR Foundation related packages to 4.0.10. Please see the AR Foundation package changelog for details
API Changes:
- GI: Added: Added two new callbacks: LightProbes.needsRetetrahedralization which is called whenever the current registered probes and tetrahedralization are out of sync, and LightProbes.tetrahedralizationCompleted which fires after (re-)tetrahedralization is done.
- UI Toolkit: Changed: ChangeEvent are now called on bound field when value is first set on the control and matches default value
Changes:
- Graphics: Update SRP packages to 10.3.1 (1300426)
- Package Manager: Update com.unity.purchasing to 2.2.2
- Timeline: Updated Timeline package to version 1.4.6
Improvements:
- Package: Update ProBuilder to 4.5.0.
- Package: Upgrading input system package to 1.0.2
- Scripting: Added support for Unity Version Defines in Assembly definition import options
- This feature improvement allows scripts to easily specify different code snippets for different unity version ranges. This is especially useful for introducing calls to newly added public APIs, in which case these API calls needs to be guarded by defines based on a unity version range of a given unity version or later.
- Unity version range expression syntax is the same as package version range expressions. Unity version format differs from package version format, thus Unity version expressions are evaluated based on some rules specific to the Unity version format:
- Comparison of release types follows the following rules: a<b<f=c<p<x. So eg. an alpha version is always smaller (earlier) than a beta version, regardless of the Incremental version.
- The unity versions are allowed to have suffixes (e.g 2020.1.3-bonfire) which are ignored by the unity version comparison code
- Chinese releases are equivalent to public releases (f) so for the sake of comparison in the version range expression 2020.1f3 would be equal to 2020.1c3[
- experimental releases don't include an Incremental Version - e.g. everything after 2020.2.1x would be treated as suffix and ignored by the version comparison.
- Scripting: Improved code readability and naming consistency with the Unity 2021.2 and 2021.1 codebase
- Shaders: Shaders can now use UNITY_PLATFORM_<PLATFORM_NAME> defines to specialize compilation per build target platform (examples: UNITY_PLATFORM_OSX, UNITY_PLATFORM_WINDOWS).