這是歷史版本頁面 — 看 Unity 最新版本

想做遊戲但不知從哪開始,Unity能幫你什麼

Unity 軟體圖示 Unity 2021.1.5 資料更新 2021-04-29 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

前往官方網站 下載 Unity

UnityDownloadAssistant-2021.1.5f1.exe · 連結指向軟體原廠

版本紀錄

再看 5 筆

看完整版本清單

這一版改了什麼

What's new in this version:

Improved:
- Burst: Known issue with Windows Native Debuggers and Dll numbers + workarounds.

Changed:
- License: Disabled package entitlement feature
- Package: Added version increased to 1.16.19
- Services: Removed the "Migrate" button section from In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. The migration warning messages are now in the section with the "Latest Version" section.

Fixed:
- Android: Fixed freeze when using blend shapes with compute skinning on some devices with Mali G78 GPU
- Animation: Fixed StateMachineBehaviour callback been called when playable is paused
- Asset Import: Texture Importer no longer secretly defaults values to a negative
- Asset Pipeline: The main object name is now updated as appropriate when moving/renaming a file
- Asset Pipeline: Unity version no longer written to serialized artifact files generated during asset importing. This was causing inconsistency import result across Unity versions. For existing projects, you must either do a "Reimport All" or delete the library folder for this fix to take effect
- Burst: Broken link restored for known issues with debugging and profiling
- Burst: Fixed a bug where the multi-CPU dispatcher (used for player builds targetting multiple CPU architectures) could end up generating invalid instructions.
- Burst: Fixed an issue where PDB debug information for instance methods that also used struct return were incorrect.
- Burst: When generating Line Table only debug information, an unreachable could occur due to a missing check.
- Editor: Fixed files in Packages folder getting moved to Assets when dragging in the Project Browser
- Editor: Removed blue line appearing in Editor debug build Inspector windows while hovering between components and without a dragging action
- Graphics: Fixed a crash when loading old asset bundles that contain shaders compiled with Vulkan
- Graphics: Fixed allocations errors with EncodeNativeArrayToEXR/PNG/JPG
- Kernel: Atomic 64-bit Load/Store on Win32/UWP x86 fixed (Reads and writes to 64-bit values are not guaranteed to be atomic on 32-bit Windows).
- Kernel: Stop using recently deprecated timer native functions on Mac/iOS/tvOS and replace with current official recommendation.
- Linux: Fixed Mouse.position showing coordinates in the window space the mouse was over, instead of the game view
- Package Manager: Fixed an issue where Git dependencies using annotated tags for revisions could not be resolved
- Particles: Removed 2 decimal point restriction from Duration property
- Physics: Ensure that when using 'Physics2D.Distance()' where one of the colliders is an EdgeCollider2D with an adjacent start/end point, that the correct distance points and normal are calculated
- Physics: Fixed an issue with setting Surface Penetration to 0 on objects that were authored on one scale but used with another. This would manifest itself as incorrect particle separation behavior
- Physics: Fixed Character Controller ignoring other Colliders sometimes
- Physics: Stop a crash happening when calling 'Rigidbody2D.ClosestPoint()' on an inactive Rigidbody2D
- Physics: Stop exceptions being thrown by ensuring that when editing a PolygonCollider2D or EdgeCollider2D the cached collider data is kept in-sync when editing the inspector properties
- Prefabs: Fixed Lego Microgame crash during tutorial - crash when undo objects array contains null object
- Scene/Game View: (Backport) Fixed hangs when running EditorTool tests
- Scene/Game View: Fixed for "Clicking the orientation Gizmo in the Scene View stopped working"
- Scripting: Assembly Version Validation can now be enabled or disabled for the editor when the project is setup to run on IL2CPP backend
- Scripting: Fixed file parameter with spaces not showing up properly in some cases where there is a compilation error
- Scripting: Fixed native-to-managed callback fails with Apple Silicon
- Services: Fixed the "Latest Version" section of the In-App Purchasing Settings when com.unity.purchasing version of 2 or less is installed. It now always offers the verified version, but adds migration warning messages about moving to newer versions which do not use the IAP Asset Store plugin.
- Text: Fixed GetPathsToOSFonts() not returning all system font files.
- Text: Fixed potential crash when using FontEngine.LoadFontFace(Font font) when the font object was previously unloaded.
- UI: Fixed an issue where a camera with a render target setup that was targeting a disabled display wouldn't render UI
- UI Toolkit: Fixed clipping of the content of a mask element whose size is zero
- UI Toolkit: Fixed not allowing text changes on text input field when they are disabled
- Universal Windows Platform: Fixed TouchScreenKeyboard to use Private keyboard layouts when "secure" flag is set
- VFX Graph: Fixed ApplyRemapper failing when trying to reroute a VFX Event Attribute using VFXCopyEventAttribute
- Video: [Windows 7] "WindowsVideoMedia error 0xc00d36b4" error is thrown when loading a video with the VideoPlayer
- Virtual Texturing: : Fixed incorrect GI bounce from certain materials