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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 2021.1.9 資料更新 2021-05-28 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-2021.1.9f1.exe · 連結指向軟體原廠

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這一版改了什麼

What's new in this version:

Improvements:
- Burst: Added support for having [MarshalAs(UnmanagedType.U1)] or [MarshalAs(UnmanagedType.I1)] on a bool external function parameter
- Editor: Updated ASTC texture compressor for about 30% compression time speedup
- Profiler: Added missing memory labels sizes to the memory snapshot format, in order to give real value to the prexisting label list. Api for access this data will be found inside the memory profiler package.
- Profiler: Added profiler memory stats data, data is similar to the Profiler Module data found in the Profiler Window
- Profiler: Added profiler target data to memory snapshot format, data consists of elements such as unity version, product name, total gfx memory, total physical memory etc.
- Profiler: Encoded managed heap section type inside the snapshot format, for retrieval via the memory profiler package
- Profiler: Reworked native connection reporting for the memory profiler in order to properly report connections between assets
- XR: Updated OpenXR Package to 1.2.0.

API Changes:
- HDRP: Added: Added support for lighting full screen debug mode in automated tests.
- Changes
- Burst: Fixed enums to match trunk AndroidArchitecture enums.
- Package: Version change to 3.1.0 for com.unity.purchasing.
- Package Manager: Changed "Import again" button text to "Reimport".
- Timeline: Updated Timeline package to version 1.5.5.
- XR: The Oculus XR Plugin package has been updated to 1.9.1.

Fixed:
- 2D: Fixed 2D Animation manual documentation
- 2D: Fixed 2D Animation package description
- 2D: Fixed 2D PSDImporter package description
- 2D: Fixed crash when disabling Sprite Skin when multithreaded rendering is enabled
- 2D: Fixed Sprite Editor Window not updaing when selection change was done when it is not in focus
- 2D: Fixed Sprite Editor Window shows up blank when Unity is relaunched in certain occasion
- 2D: Fixed Sprite Editor Window to reseting correctly after applying in certain occasion
- 2D: Fixed Unity hang when importing certain PSD files
- AI: Fixed rare crash that happened when an OffMeshLink on the path of the NavMeshAgent gets disconnected due to modifications to the underlying NavMesh
- Android: Fixed crash on startup on Android 4.4 devices
- Android: Fixed issue where too large no compress settings list will break apk build procedure
- Audio: Implemented missing reset functionality for AudioGroups
- Build Pipeline: Fixed issue where generating a build including script using serializable nested type deriving from type nesting it, could lead to a build at runtime
- Burst: Crash due to member function debug information on tvOS.
- Burst: Fixed a NullReferenceException in the Burst compiler when multi-dimensional arrays were used. The compiler now produces a correct error message telling users that multi-dimensional arrays are not supported by Burst.
- Burst: Fixed DOTS Runtime Job Marshalling behaviour to properly handle marshalling generic Job types when not all closed forms of the generic type require marshalling.
- Editor: ASTC texture compression should be platform and hardware invariant now (i.e. produce exactly the same results between AMD and Intel CPUs for example, which was not always the case before)
- Editor: Fixed ArgumentOutOfRangeException in TreeView when collapsing rows in quick succession
- Editor: Fixed items in right click menu doing nothing on non reorderable arrays in scriptable object with custom editors
- Editor: Resolved an issue where large thumbnail object fields would not scale their texture correctly
- GI: Fixed performance regression when baking light probes with a light cookie in the scene
- Graphics: Fixed a situation which could cause the GPU to crash when a Skinned Mesh Renderer is assigned a mesh, which does not match the expected size/stride setup, and that Skinned Mesh Renderer is then used immediately before skinning has had a chance to happen.
- Graphics: Fixed ACES filter artefact due to half floating point error on some mobile platforms.
- Graphics: Fixed mip streaming for static batched meshes and use of CombineMesh API
- HDRP: Fixed an issue where runtime debug window UI would leak game objects.
- HDRP: Fixed an issue where sometime a docked lookdev could be rendered at zero size and break.
- HDRP: Fixed artifact appearing when diffuse and specular normal differ too much for eye shader with area lights.
- HDRP: Fixed blocky looking bloom when dynamic resolution scaling was used.
- HDRP: Fixed contact shadows tile coordinates calculations.
- HDRP: Fixed fog precision in some camera positions
- HDRP: Fixed issue with history buffer allocation for AOVs when the request does not come in first frame.
- HDRP: Fixed issue with RAS build fail when LOD was missing a renderer.
- HDRP: Fixed LightCluster debug view for ray tracing.
- HDRP: Fixed material Emission properties not begin animated when recording an animation
- HDRP: Fixed NaNs when denoising pixels where the dot product between normal and view direction is near zero
- HDRP: Fixed null reference exception in Raytracing SSS volume component.
- HDRP: Fixed pyramid color being incorrect when hardware dynamic resolution is enabled.
- HDRP: Fixed ray traced reflections that were too dark for unlit materials. Reflections are now more consistent with the material emissiveness.
- HDRP: Fixed SSR Accumulation with Offset with Viewport Rect Offset on Camera.
- HDRP: Fixed undo of some properties on light editor.
- iOS: Fixed occasional crash on shutdown in UnityMetalMemorylessDepth
- macOS: Fixed code sign of ppc fat dylibs
- macOS: Fixed loss of input and occasional crashes when connecting and reconnecting controllers
- macOS: Updated xcode project template to use "modern" build system
- Package Manager: Fixed a bug where closing the sample reimport dialog would execute the reimport action anyway
- Package Manager: Fixed a bug where reimporting a sample would delete parent folders
- Package Manager: Fixed an issue in the Package Manager port selection logic which could sometimes prevent Unity from connecting to it on startup
- Particles: Added support for copy/paste of entire modules via the module header context menu
- Particles: Consider the entire particle volume when using the Trigger module
- Particles: Fixed velocity vertex stream for mesh particles
- Physics: Fixed a crash when attempting to access the Rigidbody from the result of a OnCollision callback, when the object we've collided with is a ArticulationBody. The Collision.rigidbody member is now null in this case
- Physics: Fixed an issue where setting an array of null bone transforms to a SkinnedMeshRenderer via the 'bones' property, would cause a crash if a Cloth component was present on the same GameObject
- Prefabs: Access to Prefab Mode is now available for non-model immutable Prefabs via arrow buttons in the Hierarchy and for models, the Inspector's Open button is enabled
- Scene/Game View: Fixed SceneView.rotation value incorrectly affecting camera rotation in 2D mode
- Scripting: Fixed RuntimeInitializeOnLoadMethod attribute on methods within nested classes- Scripting: Setting Timeout property on a HttpClient object will now correctly propagate the timeout value to any HttpWebRequest objects created by it for async messaging
- Scripting: When environment variable UNITY_DIAG_ENABLE_DOMAIN_RELOAD_TIMINGS is set, write detailed timings on everything happening within domain reloads to the editor logs
- Shadergraph: Fixed an issue where upgrading from an older version of ShaderGraph would cause Enum keywords to be not exposed
- Terrain: Fixed crash caused by setting TreeInstances on Terrain in between the time Terrains are culled and the time Trees are rendered
- UI: To fix clipping with VisualElements that use the GroupTransform hint, the nested masking, which is not supported in this version, forces the leaf GroupTransform element to fallback to rect clipping, but the assert presumed that it could not happen
- UI Toolkit: Fixed disabled state not showing properly after hierarchical changes were applied
- Universal Windows Platform: Fixed word suggestion not appearing in the Windows On Screen Keyboard when editing an InputField or TextMeshPro control
- Video: Audio delay when pausing VideoPlayer
- Video: Audio is desynchronized when playing via AudioSource
- Video: Audio plays during VideoPlayer.Prepare
- Video: Failed video import is uploaded to and pulled from the Unity Accelerator
- Windows: Docked tabs keep focus when dragging from another window
- Windows: GetMouseButton(int) is properly reported when clicking in the Game View after clicking on another window or tab when the Player is running
- Windows: OnMouseDown is correctly reported when clicking from one Game View to another Game View when the Player is running
- XR: Check the value of maxMultiviewViewCount in VkPhysicalDeviceMultiviewProperties for better detection of Vulkan multiview support
- XR: Fixed missing symbols issue on some platforms
- XR: Fixed Vulkan validation errors on Oculus Quest and add support for "Fragment Density Map 2" Vulkan extension