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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 2020.3.1 資料更新 2021-03-23 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

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UnityDownloadAssistant-2020.3.1f1.exe · 連結指向軟體原廠

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這一版改了什麼

What's new in this version:

Features:
- XR: Major latency reduction using view/controller Late Latching for Quest on Vulkan

Improvements:
- Scripting: Improved documentation for Application.isPlaying

Changed:
- Android: Added .mov to supported extensions in VideoPlayer
- Particles: Ensure Force Field Components behave the same regardless of framerate

Fixed:
- 2D: Fixed an issue where PVRTC altas variant size adjustment were leading to incorrect sprite UVs
- 2D: Fixed an issue where the tile field value was getting set to none when the delete key was used while editing the offset field
- Animation: Fixed an issue where the animation values in the import settings could not be changed if an event was selected
- Asset Import: Fixed issue where the Texture Inspector would notify of 'Unapplied import settings' when no import settings were changed
- Asset Pipeline: Fixed a crash/assert issue when building and uploading shaders
- Editor: Fixed a regression with Inspector rebuild that was breaking SerializedProperties after inspector refresh
- Editor: Fixed a scene view move/rotate/scale handles not rendering issue when the editor was using OpenGL ES 2 graphics API
- Editor: Fixed an issue where Play mode button presses did not always register if done during script compilation
- Editor: Fixed an issue where the Material selector was not able to reach out to the changed property after one Material change
- Editor: Fixed an issue where the Scene view Move and Scale tool handle cone & cube end caps were no longer visibly rendered "behind" their axis line parts, in some view directions
- Editor: Fixed Null reference exception regression in Inspectors
- GI: Fixed assertion failure due to duplicate lightprobe assets being detected during an additive scene merge
- Graphics: Fixed a hang issues when loading textures from AssetBundles in the Editor that were built for other platforms
- iOS: Added identifiers for all iPhone 12 models, 4th generation iPad Airs and 8th generation iPads
- iOS: Fixed an issue where Screen.dpi returned zero on some iPads
- Package Manager: Fixed packages left selected issue when clicking a package that has a path exceeding the maximum path limit
- Package Manager: Fixed the issue where the update icon for assets takes a very long time to show when user have a lot of downloaded assets
- Package Manager: Fixed uninformative error when path to package files exceeds the maximum path length limitation
- Package Manager: Support installing a package to a location that exceeds the maximum path length
- Particles: Fixed crash when prewarming a Particle System that used a sub-emitter which itself used the Trigger module
- Physics: Fixed a crash of physics simulation after changing parent for game object with ArticulationBody moved using ArticulationBody.Teleport API call
- Physics: Fixed a crash when trying to save joint state values for un parented ArticulationBody components
- Physics: Fixed a crashes/instabilities of physics simulation caused by ArticulationBody component hierarchy modifications during the runtime
- Physics: Fixed an editor crash when entering Play Mode with Articulation Bodies and Scene Reload disabled
- Physics: Fixed an issue where that the LocalPhysicsMode argument when used to load a Unity scene incorrectly created a 2D/3D local physics world
- Physics: Fixed an issue where a line/ray cast against a rotated BoxCollider2D that uses a non-zero EdgeRadius didn't always return a detection
- Physics: Fixed an issue where adding a Cloth component would not compute the correct bounds for the related SkinnedMeshRenderer, unless update off-screen was toggled on
- Physics: Fixed an issue where an empty set of brackets would appear in a scene file when regenerating a CompositeCollider2D
- Physics: Fixed an issue with Cloth bounds computation where objects with non-uniform scale caused the bounds to incorrectly expand
- Physics: Fixed an issue with Cloth getting residual forces from meshes with bones
- Physics: Fixed an issue with Cloth when attempting to use Undo functionality resulted in a NullReferenceException
- Physics: Fixed an issue with Cloth where the simulation received incorrect data during initialization, causing it to become jittery and offset the simulation space
- Physics: Fixed an issue with the Cloth Inspector where constraints could end up being painted even though the brush was outside of the models bounds
- Physics: Fixed multiple issues with the HingeJoint2D including maintaining a reference angle when deactivating and subsequently reactivating, ensuring that any initial rotation of either anchored Rigidbody2D are correctly taken into account and that the associated scene gizmo takes into account the reference angle used when displaying the joint limits
- Scripting: Fixed an issue when Application.wantsToQuit was not being raised before OnApplicationQuit in the Editor
- Scripting: Fixed an issue with gc heap expansion memory that was being incorrectly attributed to Monobehaviour objects during deserialization operations
- Shaders: Fixed issue where the ShaderCache.db was growing in size after each build
- UI Toolkit: Fixed errors during static initialization of style resources which cause an infinite window layout loading error loop
- Universal Windows Platform: Fixed an issue where Certificate was not being set in UWP publish settings with certain passwords
- XR: Fixed occlusion culling glitches that occurred when transitioning between two baked occlusion areas and the camera was close to the clipping plane