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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-2021.1.4f1.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:
Features:
- Search: Added support for menu states (disabled, checked) in QuickSearch
Improvements:
- Asset Import: Improved overall performance of FBX files import
- Asset Import: Improved performance of ASCII FBX files import
- Package: ProBuilder 5.0.3
- Package: Upgraded udp to 2.1.6
- Search: Added support for search item favorites
- Search: Added support to index sub objects and compress search index entries
- Search: Improved asset search performances by ~4x
- Search: Improved scene provider search performances and reduced the scene provider memory usage
- Search: Improved transaction manager performances
- Search: Many search UI and UX improvements
- Search: Search indexes size are now ~60% smaller
- Search: Settings can now be searched by their properties in Search
- XR: Updated OpenXR Package to 1.1.1
API Changes:
- HDRP: Added: Added a fallback for the ray traced directional shadow in case of a transmission
Changed:
- HDRP: Assets going through the migration system are now dirtied
- HDRP: Changed normal used in path tracing to create a local light list from the geometric to the smooth shading one
- HDRP: Changed the behavior of the clear coat and SSR/RTR for the stack lit to mimic the Lit's behavior
- HDRP: The default LookDev volume profile is now copied and referened in the Asset folder instead of the package folder
- Package Manager: Com.unity.purchasing updated with missing documentation
- Search: In Index Manager, for includes/excludes, we now keep the last file pattern that was selected in the enum field when adding another item
- Search: Ref:<asset_path> should only search results that has a direct dependency to <asset path>
Fixed:
- Animation: Fixed an issue where the animator parameter values would truncate float values to 1 decimal
- Asset Bundles: Fixed issue where loading assets from AssetBundles synchronously did not load native object types recursively in some situations
- Asset Import: Fixed performance regression of animation import
- Asset Pipeline: Fixed an issue where duplicated assets with children could select the wrong main object
- Asset Pipeline: Improved performance of flushing the preload operation queue from the main thread. This can occur when accessing an operation's result on the main thread before it is completed
- Build Pipeline: Fixed an edge case where windows relative paths were not handled correctly
- Editor: Fixed ReorderableList not getting expanded height for lists inside properties
- GI: Fixed an issue where Wintermute::Geometry::Verify errors are spammed when baking a Mesh with Mesh Compression set to Medium/High
- Graphics: Choose the proper graphics multithreaded mode
- Graphics: Fixed instanced rendering light layers to be initialized to the default (first light layer) instead of zero to fix lack of lighting on the instanced objects
- HDRP: Fixed a bug with Reflection Probe baking would result in an incorrect baking reusing other's Reflection Probe baking
- HDRP: Fixed an issue with Decal normal blending producing NaNs
- HDRP: Fixed Decal's pivot edit mode 2D slider gizmo not supporting multi-edition
- HDRP: Fixed Exposure Frame Settings control issues on Planar reflection probes. Dynamic reflections now keep their own exposure relative to their parent camera
- HDRP: Fixed generation of the packed depth pyramid when hardware Dynamic Resolution Scaling is enabled
- HDRP: Fixed issue in wizard when resource folder don't exist
- HDRP: Fixed issue were the final image is inverted in the Y axis. Occurred only on final Player (non-dev for any platform) that use Dynamic Resolution Scaling with Contrast Adaptive Sharpening filter
- HDRP: Fixed issue with Decal projector edge on Metal
- HDRP: Fixed issue with gbuffer debug view when virtual texturing is enabled.
- HDRP: Fixed Render Graph Debug UI not refreshing correctly in the Render Pipeline Debugger.
- HDRP: Fixed SSR Precision for 4K Screens
- HDRP: Fixed SSS materials in planar reflections
- HDRP: Fixed volumetric fog being visually chopped or missing when using hardware Dynamic Resolution Scaling.
- HDRP: Fixed volumetric fog noise due to sun light leaking
- HDRP: Fixed warning fixed on ShadowLoop include (HDRISky and Unlit+ShadowMatte).
- IL2CPP: Corrected convert assemblies that do not have a type
- IL2CPP: Corrected the behavior of by-reference parameter for delegate async invocation when the by-reference parameter is after a non-by-reference parameter
- IL2CPP: Fixed crash in il2cpp::vm::LivenessState::AddProcessObject
- IL2CPP: Fixed CultureInfo.DateTimeFormat being loaded incorrectly in some locales
- IL2CPP: Fixed exception when converting a method with a parameter that is an in generic parameter with a default value
- IL2CPP: Fixed possible IndexOutOfRangeException with script debugging enabled
- IL2CPP: Workaround a crash caused by a MSVC optimizer incorrectly reuses stack space when a stack pointer is returned via a function pointer
- Linux: Fixed ArgumentException errors being thrown when clicking on the camera settings button on the scene view
- Linux: Fixed broken automated test, test now passes and is re-enabled
- Linux: Fixed code path that allows OnGUI() to be called before Awake() in user scripts
- Linux: Fixed crash when Unity Editor was closed while running the profiler
- Linux: Fixed OnGUIDepth errors that spam the console when docking and undocking the Inspector window
- Linux: Fixed profiler throwing BeginSample/EndSample mismatch errors when opening preferences from the profile window while profiling
- Package Manager: Fixed bug where Package Manager window In Project list would be empty for a newly created project
- Particles: Fixed ParticleSystemRenderer.SetMeshes script API
- Prefabs: InstantiatePrebab in the editor now calls OnTransformChildrenChanged
- Scene/Game View: Fixed arc handle picking when the arc is close to parallel with the camera
- Scripting: Added Flags attribute to SelectionMode enum
- Scripting: Instanciation of Unity objects defined in types under more than one level of nesting should work
- Search: Fixed exception thrown when closing search if started from sync button
- Search: Fixed floating point search expression parsing for non US locales.
- Search: Fixed help tips and default opening option of search window
- Search: Fixed hierarchy window search returns incorrect results when using ref in the search bar
- Search: Fixed search index incremental update merge issue
- Search: Fixed searching for settings in Search that will yield results, even when keywords order doesn't match the original string
- Search: Fixed SearchService.Request when used with a non-asynchronous queries.
- Search: Fixed typo in PlayableScript template that created an error when Menu.GetEnabled was called on it
- Search: Print a friendly error when saving an invalid search query asset
- Search: Removed unchecked character from menu provider item name since it looks like a display error
- Search: Updated the search provider active state when toggled in the search view provider filters dropdown
- Serialization: Fixed issue where SerializedProperty.propertyPath would not return the same path when invoked multiple times with an array entry path which is no longer there
- Shadergraph: Fixed a bug where synchronously compiling an unencountered shader variant for preview was causing long delays in graph updates
- Shaders: Fixed regression that was dropping some shader errors from the inspector after restarting the editor
- UI Toolkit: Fixed multiple errors appear after modifying ScriptableObject's array indirectly
- Universal: Fixed errors when the Profiler is used with XR multipass
- Video: Stereoscopic layout controls are missing in VideoPlayer and Skybox Panoramic shader
- XR: Fixed deadlock when using XR + URP + D3D11 with skipPresentToMainScreen
- XR: Updated the verified AR Foundation related packages to 4.1.7. Please see the AR Foundation package changelog for details
- XR: XRDisplaySubsystem and XRInputSubsystem now available on WebGL build target