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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-2021.1.17f1.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:
- Android: Added more complete support for running Android apps on the Chrome OS platform. These changes enable building and running Android on x86 and x86-64 CPUs, now officially supported on Chrome OS devices. These changes also include input-related improvements for Chrome OS.
- Shaders: Added support for specifying package requirements for SubShaders and Passes to ShaderLab.
- Version Control: - Plastic: Added support for inviting other members. This option is available from the gear / settings icon.
- Plastic: Added support for signing in with Cloud Edition. This is available during the onboarding screen if you have never signed in.
- Plastic: Added support for turning off Plastic in their project. This option removes the Plastic metadata from your directory. This option is available under Assets > Plastic SCM > Turn off Plastic SCM
- Plastic: Added notification on the Plastic SCM tab title to indicate incoming changes. Users will no longer need to have the Plastic SCM window visible to know there are incoming changes.
- Plastic: Auto configuration of SSO
- Plastic: Added date column in incoming changes
Improvements:
- Android: Add property PlayerSettings.Android.optimizedFramePacing API
- Android: Bump Android Logcat package to 1.2.3
- Graphics: Improve Line/TrailRenderer quality when points are close together
- Graphics: Improvements to scene culling CPU performance - Shadow casters are rejected earlier if their shadow casting is disabled which should improve performance in scenes with scenes with lots of renderable objects that are set to not cast shadows
- Graphics: VFX : Optimization while sending event to a VisualEffect by script
- iOS: Improve logging in iOS automation: clarify existing log messages and add new ones.
- Networking: UnityWebRequest now supports gzip compression on Windows
- Package: Update Addressables to 1.18.9 and SBP to 1.19.0
- Physics: Overhauled the articulation gizmos to have better functionality and to better match other Unity gizmos' style
- Version Control: - Stability and performance improvements
- WebGL: Improved network bandwidth usage of VideoPlayer.Stop() API in WebGL builds by stopping the video stream from downloading further
API Changes:
- Asset Pipeline: Added: Added AssetDatabase.SaveAssetIfDirty() to save individual assets if required
- Services: Added: Added new com.unity.services.core package that is used for common behaviour of Game Service packages
Changed:
- 2D: Tile.StartUp is called after Tilemap is loaded instead of on the first Update after Tilemap is loaded
- iOS: Use Shell.ExecuteProgramAndGetStdout for process handling in iOS automation code
- Shadergraph: Only ShaderGraph keywords count towards the shader permutation variant limit, SubGraph keywords do not.
- Version Control: ### Changed
- Updating license to better conform with expected customer usage
- Updated documentation file to meet standards
- Updated third-party usage
- No longer requires downloading of the full Plastic client. Basic features will work without additional installation. Features that require the full Plastic client will allow download and install as needed.
- Usability improvements around checking in code
- Improved update workspace tab UX
- Plastic SCM context menu is now available even if the Plastic SCM window is closed
- XR: Updated XR Legacy Input Helpers to 2.1.8.
Fixed:
- 2D: Fixed an issue where OnDrawGizmos was not being called for Tile Palette when Draw Gizmos are enabled
- 2D: Fixed an issue with setting a Spritesheet with padding between Sprites on a Tile Palette had a positional offset when there should not be one.
- 2D: Prevent instantiation of GameObjects from Tiles directly onto a prefab
- AI: Fixed crash caused by the NavMesh builder code that occurred in very rare and specific configurations of the world geometry
- Android: Fixed a crash caused by uncaught "java.lang.IllegalStateException: The specified child already had a parent" that mainly affects Android 7.x
- Android: Fixed an issue in fast swipes where Begin touch event would report starting touch position and End touch event would report deltaPosition and deltaTime since previous event
- Android: Fixed issue where Android orientation could not be changed via scripts
- Burst: Added [Preserve] attribute to prevent stripping a compiler service call
- Burst: Additional notes about BurstCompiler.CompileFunctionPointer<T> regarding ; avoid wrapping in another open generic method, and interoperability with IL2CPP.
- Burst: Fixed a Burst package warning in the editor compiler integration with respect to BuildOptions.EnableHeadlessMode.
- Burst: Fixed a regression that caused eager-compilation at Editor startup to be slower than it should have been.
- Burst: Fixed an error that could occur with the form "System.InvalidOperationException: Could not find burst.initialize function in library 'SomeLibrary'".
- Burst: Fixed an incorrect compiler error that could occur when casting a pointer to a generic type and then calling a method with generic parameters.
- Burst: Fixed an incorrect runtime behavior that could occur when casting a pointer to a generic type.
- Burst: Fixed an issue where stackalloc's could be wrongly hoisted out of loops.
- Burst: Fixed an issue where the Burst Inspector would not remembers scroll position between domain reloads.
- Burst: Fixed an issue where tvOS/iOS and other statically linked platforms would fail to burst compile if the burst compiled code contained references to functions that were [DllImport("__Internal")], due to a mismatch in calling convention.
- Editor: Fixed a crash in ReorderableList while ensuring a valid array SerializedProperty
- Editor: Fixed a cursor lock and hide when entering playmode
- Editor: Fixed a slow Editor startup time issue when ShaderCache/EditorEncounteredVariants has grown too large. This also prevents it from growing too much
- Editor: Fixed an issue to avoid asserts when the gradient editor was opened
- Editor: Fixed an issue where Inspector was ignoring NonReorderable attribute when a class implementing it was assigned to an interface or other abstract field
- Editor: Fixed an issue where lists inside lists were not rendering elements after interaction
- Editor: Fixed an issue where NonReorderable attribute was being ignored on derived class variables
- Editor: Fixed an issue where ReorderableLists was not being able to expand while in inspector debug mode
- Editor: Fixed an issue where saving a project from the "Learn" section of the Hub would crash the Windows Editor
- Editor: Fixed an issue where the Device Simulator ignored the Android Player setting Render outside safe area
- Editor: Fixed the beeping issue on keyboard input for input fields in mac editor playmode
- GI: Fixed a crash when baking with Enlighten on a system with more than 64 threads
- IL2CPP: Corrected the behavior of Marshal.Offset so that it properly accounts for the alignment requirements of fields that occur after a struct field
- IL2CPP: Fixed a memory corruption issue when a generic field was of type which had an explicit layout, and the generic type had another type with explicit layout as a field
- IL2CPP: Fixed an issue where a required System.Uri constructor was being stripped in Medium or High stripping modes
- IL2CPP: Fixed an issue where unaligned reads and writes where imporperly handled in the System.Runtime.CompilerServices.Unsafe.dll assembly (among others) on ARMv7
- Linux: Fixed an issue where adding a new shortcut profile would crash the Editor
- Mono: Fixed a hang when entering playmode after calling into managed code from native thread
- Mono: Fixed random crash in mono_thread_get_undeniable_exception
- Nintendo Switch: Fixed a shader precision issue that could cause artifacts in Terrain rendering
- Particles: Fixed a fog issue in all blend modes of the Standard Unlit shader
- Physics: Fix a crash in "PhysicsScene2D::Updat
- Physics: Fixed an Clamp ArticulationBody mass issue when loading data from disk was not within the valid range for the physics engine
- Scripting: Fixed a crash in UnityLinker while processing the assembly override version of UnityEngine.UIElementsModule.dll
- Scripting: Fixed a player crash because data was not generated for in
- The generation failed because of path having single quote, and we did not handle that well
- Scripting: Fixed a runtime crashes due to TypeConverter classes was missing their default constructor
- Scripting: Fixed an AssemblyResolutionException from il2cpp about netstandard that could occur when an assembly contained SecurityPermission attributes
- Scripting: Fixed an issue where "GetResponseStream() errors when using CopyTo() method"
- Shadergraph: Fixed a Procedural Virtual Texture compatibility issue with SRP Batcher
- Shadergraph: Fixed an issue where SubGraph keywords would not be deduplicate before counting towards the permutation limit
- Shaders: Fixed an issue where DIRECTIONAL was being defined to nothing when no other light type was defined
- Shaders: Fixed an issue where line directives sometimes erroneously skipped in output by the caching preprocessor
- Shaders: Fixed an issue where Shaders were not reimported correctly when include directives are affected by shader keywords
- UI: Reverting change that caused highlight to take precedence over selected
- UI Toolkit: Changed Image scale mode to the more intuitive default, being ScaleMode.ScaleToFit instead of ScaleMode.ScaleAndCrop. Changing scale mode will also trigger a repaint
- Windows: Fixed an issue where the stack tracing code did not work even when excessively long mono method signatures were in the callstack
- XR: Fixed an issue were the Splash screen did not sends correct zNear and zFar values to XRDisplaySystem
- XR: [OpenXR] Fixed an issue for a Editor memory leak when HMD was in idle state