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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 2021.1.2 資料更新 2021-04-08 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-2021.1.2f1.exe · 連結指向軟體原廠

版本紀錄

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這一版改了什麼

What's new in this version:

Improvements:
- Graphics: Add control to independently clear stencil buffer in CommandBuffer api.
- Graphics: NvnDebugHud uses a different layout to display memory labels, allowing all labels to be displayed on screen.
- Graphics: Switch shader compiler did not report correct error lines when compilation failed from included files. It is now fixed.
- Scripting: CompiliationPipeline.GetAssemblies will now correctly include Roslyn analyzers in ScriptCompilerOptions.
- XR: Removed "Preview" text from UI display element.

API Changes:
- Graphics: Added: New API functions with no side effects in DynamicResolutionHandler, to retrieve resolved drs scale and to apply DRS on a size
- Graphics: Added: New API in DynamicResolutionHandler to handle multicamera rendering for hardware mode. Changing cameras and resetting scaling per camera should be safe.

Changed:
- HDRP: Updated Wizard to better handle RenderPipelineAsset in Quality Settings
- Package: Updates com.unity.cinemachine to 2.7.3
- Shadergraph: Fixed a bug where property deduplication was failing and spamming errors (1317809)
- Timeline: Updated Timeline package to version 1.5.4
- XR: The Oculus XR Plugin package has been updated to 1.9.0

Fixed:
- Animation: Fixed issue where Timeline would stay stuck after going to Play Mode
- Asset Import: Fixed issue where OnAssignedMaterialModel is not called for meshes that get a default material assigned
- Asset Pipeline: : Fixed asset that could get reported when projectsetting.asset file is modified directly
- Build Pipeline: Fixed excessive garbage collection occurring during the build process
- Editor: Fixed "Lightmap Static" being displayed instead of "Contribute GI" in the editor Static flags dropdown
- Editor: Fixed "TLS Allocator" error when using Asset Store Tools
- Editor: Fixed for Window with 'hasUnsavedChanges' set to true not being saved when closed with Middle Mouse Button
- Editor: Fixed IsArrayReorderable method producing errors in Reflect package
- Editor: Fixed multi-target ReorderableLists that have more than the maximum allowed multi-edit number of elements appearing as empty
- Editor: Fixed ReorderableList allocating memory when getting multi-target array size
- Editor: Fixed reordering lists with Gradient elements being visually outdated after reorder
- Editor: On Windows, a maximized instance of Unity on a second, lower resolution display will now remain maximized on that display when the Editor is restarted
- Editor: Removed EditorGUIUtility.GetSkinnedIcon and EditorGUIUtility.GetSkinnedIconForDpi to fix unloading of unused textures. Moved part of the implementation in C++ while keeping the features provided by the removed functions.
- Editor: Using an unsupported keyCode in a shortcut attribute no longer throws any exceptions
- GI: Fixed a null pointer bug in graphics bindings
- GI: Fixed progressive updates not working for the first bake of an editor session
- Graphics: Calculating correct rtHandleScale by considering the possible pixel rounding when DRS is on
- Graphics: First Material data is used for Shadowmap rendering when using multiple Materials with the same Shader and different properties
- Graphics: Fix for async texture deletion to make sure graphics commands have completed first
- Graphics: Scissor test was automatically disabled when changing render-targets. It is not the case anymore and is consistent with other platforms.
- HDRP: Fixed missing Update in Wizard's DXR Documentation
- HDRP: Fixed multicamera rendering for Dynamic Resolution Scaling using dx12 hardware mode. Using a planar reflection probe (another render camera) should be safe.
- HDRP: Fixed pixelated appearance of Contrast Adaptive Sharpen upscaler and several other issues when Hardware DRS is on
- IMGUI: Fixed an issue where clearing search field using 'x' button does not register changed event
- iOS: Fixed a UnityWebRequest issue that caused freezing on background/resume when the device is offline
- iOS: Fixed FixedUpdate being called on startup more times than should be to account for Time.deltaTime on first Update
- Particles: Fixed incorrect error check in SetParticles that would cause an exception to be thrown when the offset value was equal or greater than the particles array length.
- Physics: Ensure that a Kinematic Rigidbody2D continues to accept MovePosition and/or MoveRotation commands when nested as a child of another Rigidbody2D
- Physics: Fixed Collision.relativeVelocity being calculated incorrectly when an ArticulationBody was part of the contact pair
- Scene Manager: This change prevents Unity from crashing when the asset of the current opened scene has been deleted, a new scene asset is imported, with same GUID, and the user chooses "reload".
- Scripting: Fixed Filename/Line extraction in logs not working correctly in some edge cases
- Scripting: Fixed a problem when adding UI Toolkit pkg to a project where a scripted imported from the pkg would get rejected and exceptions would be reported to the user.
- Scripting: Fixed ScriptUpdater crash when Editor is installed in a folder with spaces in the path
- Serialization: Fixed regression where Event code could be stripped from build when using il2cpp
- Services: Fixed a bug where the crash reporting symbol uploader process would crash on Apple M1 hardware
- Services: Fixed a bug where the crash reporting symbol uploader process would crash on parsing certain dSYM files
- Shaders: Fixed #pragma once directive not working correctly with the caching preprocessor
- Shaders: Fixed a rare crash when upgrading shaders
- Shaders: Fixed incorrect code generated by HLSLcc for textureQueryLod GLSL function
- Shaders: Fixed incorrect line numbers reported for errors in shader files when using Caching preprocessor
- Shaders: Fixed shader compilation regression on Win 7
- Shaders: Fixed shader keyword overflow when doing a build
- Shaders: Fixed sprites using default sprite material not rendering in the Editor when build target is set to console
- Timeline: Fixed error message when playing an audio track from its last sample
- Video: Calling VideoPlayer.Prepare and VideoPlayer.StepForward produces a frame on a Render Texture
- WebGL: Added support for detecting Chrome and Firefox browsers on iOS devices. Fixes an issue that Chrome and Firefox browsers would fail to load on iOS 14.4.
- WebGL: Changed behavior of Application.OpenURL() for the WebGL platform to open an URL in a new browser tab instead of opening the URL in the current browser tab and thus navigating away.
- Windows: Setting a custom cursor now respects Windows DPI and Ease of Access settings related to the cursor size
- XR: Always disable optimized frame pacing when using XR
- XR: Fixed rect used by scissor test on Vulkan
- XR: Fixed URP Vulkan shows low perf on stress test when running development build
- XR: Updated XR Interaction Toolkit to 1.0.0-pre.3