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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-2021.1.1f1.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:
Features:
- VFX Graph: Added support for Texture2D Arrays in Flipbooks
Improvements:
- Editor: Added profiler markers around test setup, teardown, and execution
- Editor: Improving UTF documentation (DSTR-120)
- Editor: Reduced the per-test overhead of running tests in the editor
- Editor: Reduced the time taken to rebuild the test tree and to scan for assets a test created but did not delete
- Editor: Reduced time taken by filtering operations when only a subset of tests is run
- Package Manager: Added support for opt-in caching of Git LFS files when downloading Git packages. Caching is enabled by setting either of the following environment variables: UPM_ENABLE_GIT_LFS_CACHE or UPM_GIT_LFS_CACHE_PATH. The latter allows overriding the default cache location.
- Package Manager: Fixed an issue where using a Git URL with a revision and a package path in the wrong order would still clone the repository, introducing unnecessary delays before failing with an error.
- Package Manager: Improved logging by adding logs for cache misses and tarball download steps
- Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order
- Package Manager: Increased the amount of information logged to upm.log at various levels
- Package Manager: Optimized Git package download times for repositories using submodules (with Git 2.28.0 or higher installed only)
- Package Manager: Optimized Git package download times, most notably for repositories with a larger history
- Shaders: Reduced shader variant memory usage at runtime and memory consumption while loading shaders
Changed:
- HDRP: Cached the base types of Volume Manager to improve memory and cpu usage.
- HDRP: Reduced the maximal number of bounces for both RTGI and RTR
- Package: Recorder: Fixed an error in the that occurred when setting the build target to macOS standalone from the Editor in Windows
- VFX Graph: Property Binder : Handle Remove Component removing linked hidden scriptable objectfields.
- VFX Graph: Property Binder : Prevent multiple VFXPropertyBinder within the same game object.
- VFX Graph: Sphere and Cube outputs are now experimental.
Fixed:
- Android: Fixed an issue that causes a "failed to load libMain.so" error when deploying an APK from an app bundle
- Asset Import: Fixed the External Objects being displayed when selecting a Text Asset
- Asset Pipeline: Made description for Assertion failed on expression: 'ins.second || ins.first->second... more descriptive
- Editor: Corrected keymapping on linux for quote/backquote/doublequote keycodes
- Editor: Fixed progress bar related asserts when calling EditorUtility.CompressTexture with an EditorUtility.DisplayProgressBar right around it
- Editor: Gracefully exit Editor when the shader compiler process cannot be launched due to external conditions
- Editor: Paste as Child should paste GO relative to parent instead of keeping world transform
- Editor: [Collab] Defer handling for downloading plastic cloud projects so package manager will initialize the default packages
- Graphics: Fixed ACES tonemaping on mobile platforms by forcing some shader color conversion functions to full float precision.
- Graphics: Fixed biased mips not being stable when mip-biasing kicks in
- Graphics: Fixed deadlock when scanning for mip streaming textures associated with a renderer
- Graphics: Fixed incorrect cubemap textures on some platforms when using crunched textures
- Graphics: Fixed stack overflow exception when compressing Texture to EXR with PIZ compression
- Graphics: Fixed virtual texturing stats not being correctly gathered and displayed while capturing the editor
- HDRP: Fixed error message when having MSAA and Screen Space Shadows
- HDRP: Fixed grey screen on playstation platform when histogram exposure is enabled but the curve mapping is not used.
- HDRP: Fixed HDRP material being constantly dirty.
- HDRP: Fixed HDRPAsset loosing its reference to the ray tracing resources when clicking on a different quality level that doesn't have ray tracing
- HDRP: Fixed issue in path tracing, where objects would cast shadows even if not present in the path traced layers
- HDRP: Fixed Nans happening when the history render target is bigger than the current viewport
- HDRP: Fixed SRP batcher not compatible with Decal
- HDRP: Fixed Tube and Disc lights mode selection
- HDRP: Fixed wrong color buffer being bound to pre refraction custom passes.
- IL2CPP: Avoid an error deleting build cache files when a native plugin is marked as read-only in the Unity project directory
- Linux: Converted "X11 did not respond within x milliseconds" error to a logged warning
- Package Manager: Fixed an issue where either no submodules or the wrong submodules could be cloned when using a Git-based dependency with both a path and a revision.
- Package Manager: Fixed an issue where files tracked by Git LFS were not retrieved when using a Git-based dependency with both a path and a revision
- Package Manager: Fixed an issue where the packages-lock.json file was overwritten with the same contents but considered modified by Unity, sometimes resulting in unnecessary operations
- Particles: Added missing particle attributes to the C# Job System integration
- Particles: Fixed crash when using modules with no assigned Particle System
- Physics: Fixed an issue when editing a PolygonCollider2D or EdgeCollider2D where you could delete edges/vertex without limit resulting in an editor tooling exception being thrown
- Physics: Fixed an issue where a negative X or Y local scale on a 2D Collider used by a CompositeCollider2D caused its winding to change resulting in its geometry not handled as a geometric merging operation (union) but instead a subtraction operation
- Physics: Fixed an issue where ContactPoint2D.tangentImpulse and ContactPoint2D.normalImpulse could occasionally return an undefined or NaN value
- Physics: Fixed an issue where particles using the Collision Module could occasionally leak through the vertex connections in an EdgeCollider2D
- Physics: Fixed an issue where the CapsuleCollider2D editor tooling incorrectly displayed gizmos when editing a GameObject with multiple CapsuleCollider2D of different orientations
- Physics: Fixed an issue with Cloth disallowing SkinnedMeshRenderer bounds update outside of playmode
- Physics: Made mesh collider error more descriptive by including the path to the object
- Prefabs: Fixed removing components from Prefab instances when RequireComponent is added after creating the Prefab
- Profiler: Fixed memory tracking of UnsafeUtility allocations
- Profiler: Maximizing the Profiler window whilst profiling the Editor will no longer cause a null argument exception
- Scripting: Fixed by removing dead code
- Scripting: Fixed exceptions getting logged in the Console when the Logger.logEnabled is set to false
- Shadergraph: Fixed a bug in master node preview generation that failed compilation when a block was deleted
- Shaders: Fixed incorrect array subscripts generated for OpenGL, OpenGL ES, Metal and Vulkan when using arrays or structs in global scope
- Shaders: Fixed reflection reporting for structs in the global scope for OpenGL and OpenGL ES
- Shaders: Fixed reflection reporting for structs inside constant buffers for OpenGL, OpenGL ES and Metal
- Shaders: Fixed reflection reporting for structs inside constant buffers for Vulkan
- UI: Fixed issue with checking for CanBindTo with null sprite
- UI Toolkit: Fixed showMixedValue broken on UI Toolkit PropertyField
- UI Toolkit: Fixed the TwoPaneSplitView's view data will not being persisted when the viewDataKey is set.
- Fixed the UI Builder window's layout will resetting anymore when the window is reloaded
- Universal: Fixed an issue where 2D lighting was incorrectly calculated when using a perspective camera.
- Universal: Fixed an issue where 2D Shadows were casting to the wrong layers
- Universal: Fixed an issue where Light2D did not upgrade Shadow Strength, Volumetric Intensity, Volumetric Shadow Strength correctly
- Universal: Fixed an issue where normal-mapped Sprites could render differently depending on whether they're dynamically-batched
- Universal: Fixed an issue where Post Processing doesn't enable when PostProcessData reassigned from the asset selector window.
- Universal: Fixed an issue where the camera renders black screen when Post Processing is enabled in the 2D Renderer and in the Camera Component.
- Universal: Fixed an issue where Transparency Sort Mode value is taken from Graphics Settings instead of 2D Renderer
- Universal: Fixed issue causing missing shaders on DirectX 11 feature level 10 GPUs
- VFX Graph: An existing link can be remade.
- VFX Graph: Artefact in VFXView using efficient debug mode in component target board
- VFX Graph: Consistently displays the Age Particles checkbox in Update context
- VFX Graph: Fixed compute culling compilation in URP
- VFX Graph: Fixed issue with VFX using incorrect buffer type for strip data.
- VFX Graph: Fixed shader compilation errors with textures in shader graph
- VFX Graph: Fixed when deleting a context node and a block while both are selected throws a null ref exception
- VFX Graph: Handle correctly locked VisualEffectAsset with version control system
- VFX Graph: Modified Sign operator node output for float when input is 0.0f
- VFX Graph: PCache: Unexpected ditable field in Mesh Statistics, Save & Cancel pCache, error trying to access not readable texture
- VFX Graph: Property Binder : Allow copy/past from a game object to another.
- VFX Graph: Property Binder : Undo after reset
- VFX Graph: Safe Normalization of Cross Products in Orient blocks
- VFX Graph: Use alphabetical order in type list in blackboard "+" button
- Windows: Fixed Win10 SDK not getting installed properly
- XR: Fixed non-fullscreen viewport rect handling on non-stereo cameras when XR devices are enabled
- XR: Fixed phrase recognizer to not throw exception after multiple runs in editor