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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 2021.1.14 資料更新 2021-07-09 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-2021.1.14f1.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:

Features:
- Mobile: Adaptive view distance scaler - A new scaler to change the Camera.main view distance automatically
- Mobile: Boost mode - Boost CPU and GPU for short periods of time
- Mobile: Cluster info - Request cluster info to have details which and how many cores are available on the device
- Mobile: Feature API - Check which Adaptive Performance feature is available on the current platform
- Mobile: Scaler profiles - Easily define and change Adaptive Performance Scalers with predefined profiles

API Changes:
- Graphics: Added: Added SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines
- HDRP: Added: Added SpeedTree8MaterialUpgrader, which provides utilities for upgrading and importing SpeedTree 8 assets to scriptable render pipelines
- Shadergraph: Added: Added an HLSL file implementing a version of the Unity core LODDitheringTransition function which can be used in a Shader Graph
- Shadergraph: Added: Added subshadergraphs for SpeedTree 8 shadergraph support: SpeedTree8Wind, SpeedTree8ColorAlpha, SpeedTree8Billboard
- URP: Added: Added a SpeedTree 8 Shader Graph but did not set it as the default when importing or upgrading Speed Tree 8 assets. Because URP doesn't yet support per-material culling, this Shader Graph does not yet behave in the same way as the existing handwritten SpeedTree 8 shader for URP.

Fixed
- 2D: Fixed an ArgumentException error when disabling Edit Spline on Sprite Shape Controller while Cache Geometry was enabled
- 2D: Fixed an issue where changing the PSD Importer inspector fields caused UnityEditor.ObjectPreview errors
- 2D: Fixed an issue where Edge collider 2D and polygon collider 2D created different collision shapes during playmode for SpriteShape
- 2D: Fixed an issue where Sprite Resolver component was not updated when new categories/labels were added into Sprite Library asset
- 2D: Fixed an issue where SpriteLibraryAsset Category & Label did not generate a hash in the Inspector
- 2D: Fixed an issue where SpriteShape Cache Geometry was not updated when changing SpriteShape Profile
- 2D: Fixed an issue where the PSDImporter always reimported .psb files when switching build platforms
- 2D: Fixed an issue where the SpriteResolver inspector selected first element when failing to resolve
- 2D: Fixed an issue where thumbnails in Sprite Library Asset flickered when the Library Asset contained many Categories and Labels
- 2D: Fixed an issue where vertex data allocation may not have beeb enough and overflows on SpriteShapes
- AI: Fixed a nav mesh query initialization issue with invalid node pool sizes
- Android: Fixed an unresponsive area just above keyboard when "Hide mobile input" was checked
- Animation: Fixed an invalid error message when passing < 0.02f values as normalizedTime parameter to the Animator.Play function
- Editor: Fixed an issue when . suffix was applied to BuildTargets without extension.
- Editor: Fixed an issue where the inspector preview of Gradient and AnimationCurve values of a serialized object were not getting refreshed when its values were changed from script
- GI: Fixed a playmode editor freeze when viewing the inspector for an instantiated GI-contributing object marked as DontDestroyOnLoad
- GI: Fixed a sampling issue on GPULM that caused hard indirect shadows with non ponctual light sources
- Graphics: Fixed a crash issue when importing large projects on DX12
- Graphics: Fixed a terrain crash when SRP package was removed
- Graphics: Fixed an issue where FrameDebugger paused the frame fully when debugging session was active
- Graphics: Fixed an occasional error message when getting trail positions from script
- IL2CPP: Fixed a rare compilation error on usage of IsInst on a value type
- Physics: Fixed a single issue where it was impossible to edit either an EdgeCollider2D or PolygonCollider2D when the Transform Scale Z was zero
- Profiler: Fixed an issue where long running IJobs were not showing up in the Profiler
- Profiler: Fixed and issue where the contribution to asset garbage collection frequency from Profiler in the Editor wasn't removed
- Scripting: Fixed a managed code stripping issue due to reflection in com.unity.vectorgraphics
- Scripting: Fixed a rare crash in il2cpp.exe that could randomly happen under the right circumstances
- Serialization: Fixed a UnityYAML parsing issue with a TextAsset containing a JSON payload
- Shaders: Fixed an issue where SRP batcher was not working on OpenGL and OpenGL ES backends
- UI Toolkit: Fixed an issue when an element with mouse capture enabled did not receive runtime mouse events even when the mouse position was outside the element
- UI Toolkit: Fixed an issue where a visual element could use the experimental animation feature with an empty StyleValues instance without triggering a NullReferenceException
- WebGL: Fixed an issue where a there was no warning to High Quality Lightmap Encoding setting in WebGL Player Settings