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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 2021.1.7 資料更新 2021-05-14 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-2021.1.7f1.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:
- Burst: Added Android x86_64 and re-enable x86 support
- Burst: EmbeddedLinux Platform support added
- Package: Visual Scripting - Migration tools were improved to allow users to migrate their project to recent Visual Scripting version
- XR: Updated XR Plug-in Management to 4.0.3

API Changes:
- HDRP: Added: Added an info box for micro shadow editor
- HDRP: Added: Added support for alpha channel in FXAA
- XR: Deprecated: Updated Windows MR XR SDK Plug-in to 5.3.0

Changed:
- Burst: Revert to internal linkage for Android X86 (32bit) to ensure ABI compliance
- HDRP: Changed default sidedness to double, when a mesh with a mix of single and double-sided materials is added to the ray tracing acceleration structure
- HDRP: Changed ray tracing acceleration structure build, so that only meshes with HDRP materials are included
- HDRP: Default black texture XR is now opaque (alpha = 1)
- HDRP: Disabled TAA sharpening on alpha channel
- HDRP: Film grain does not affect the alpha channel
- HDRP: Increased path tracing max samples from 4K to 16K

Fixed:
- 2D: Fixed initial rendering animated tiles when a CompleteObjectUndo is registered for a Tilemap while in Play mode
- 2D: Fixed issue when upgrading a Tilemap with invalid data where transform and color data was not maintained, and loaded from the original Tile Asset instead
- 2D: Fixed wrong Sprites being shown for Animated Tiles when TilemapRenderer is in Individual mode and user sets new Tiles on the Tilemap
- Animation: Fixed values defaulting to zero when disabling writeDefaultValue on a State and mixing
- Asset Pipeline: Fixed an issue where unsaved changes could be lost when renaming/moving an asset
- Burst: Burst no longer logs a warning when opening the standalone Profiler
- Burst: Fixed a bug where methods with the same name and namespace, but in different assemblies, could resolve to the wrong method
- Burst: Fixed an issue whereby default initializing the first field in a static readonly struct, but explicitly initializing a subsequent field, would result in the wrong constant data being written.
- Burst: Fixed an UnauthorizedAccessException that could occur when using Burst in players built for the macOS App Sandbox
- Editor: Added System.IO.Compression to reference assemblies when targeting .NET 4.7.1 (editor only contexts)
- Editor: Console window 'Clear on Recompile' option no longer clears player build errors
- Editor: Fixed an issue causing invalid ScriptableObjects to added as a sub-asset causing the editor to crash during serialisation
- Editor: Fixed Gizmo rendering code crash in some invalid WhellCollider configurations
- Editor: Fixed pivot settings buttons in top toolbar not updating scene views immediately
- Editor: Fixed the resolution, insets and safe area of the Device Simulator when simulating Android devices in windowed mode
- Editor: The editor no longer freezes when FixedTimestep setting in the Preferences is set to 0/0
- Graphics: Fixed camera not rotating in HDRP Template with input system v1
- Graphics: Fixed issue with GrayScaleRGBToAlpha for 16bpc textures
- Graphics: Fixed line & trails deforming when points were too close together
- Graphics: Removed the error message when encountering incompatible pipeline stages on DX12
- HDRP: Fixed a NaN generating in Area light code
- HDRP: Fixed camera preview with multi selection
- HDRP: Fixed CustomPassUtils scaling issues when used with RTHandles allocated from a RenderTexture.
- HDRP: Fixed Decal's UV edit mode with negative UV
- HDRP: Fixed GBuffer clear option in FrameSettings not working
- HDRP: Fixed issue with an assert getting triggered with OnDemand shadows
- HDRP: Fixed issue with constant buffer being stomped on when async tasks run concurrently to shadows
- HDRP: Fixed issue with history buffers when using multiple AOVs
- HDRP: Fixed issue with the color space of AOVs
- HDRP: Fixed potential NaN on apply distortion pass.
- HDRP: Fixed the camera controller in the template with the old input system
- HDRP: Fixed usage of Panini Projection with floating point HDRP and Post Processing color buffers.
- macOS: Removed extraneous dylibs from Contents of built mac player
- Package Manager: Fixed the issue where Package Manager window does not pick up the right version when there are multiple versions of the same asset in the cache
- Particles: Give better feedback in the Inspector about incorrectly configured SpriteAtlas assets
- Scripting: Ensure virtual call is made when delegate target is another delegate targeting a virtual method
- Scripting: Fixed crash that was caused by passing a generic type into FindObjectsOfType
- Serialization: Fixed Property Diff after clearing array w/refs
- Shadergraph: Fixed an issue where an integer property would be exposed in the material inspector as a float [1332563].
- Universal: Fixed an issue where changing camera's position in the BeginCameraRendering do not apply properly
- Universal: Fixed an issue where ShadowCaster2D was generating garbage when running in the editor
- WebGL: Fixed the Chrome deprecation warning about the use of SharedArrayBuffer
- XR: Fixed APK hang on Oculus Quest when debugging Vulkan APKs using RenderDoc that use lazily-allocated memory
- XR: Release resized XR eye textures for Vulkan