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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-2021.1.18f1.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: Adding support for Multi-window environments in Android applications. This include Split Screen, popup windows and freeform windowing.
Improvements:
- 2D: Improved performance of RuleTile caching
- Android: Added boot-config/command-line switch "platform-android-cpucapacity-threshold" that can be used to specify which CPU cores are treated as big cores. The cpu capacity is a value in the range between 0 and 1024. A capacity value of 870 yields the same behavior as before the fix for case 1349057.
- Asset Import: Improved loading performances of import settings for models with a lot of animation clips
- Editor: UnityEvent callbacks can be reordered
API Changes:
- Asset Bundles: Added: Added public API to specify the amount of memory reserved for the shared AssetBundle loading cache
- Asset Bundles: Added: Adding new API DownloadHandlerAssetBundle.autoLoadAssetBundle for loading AssetBundles asynchronously from DownloadHandlerAssetBundle
- XR: Added: Added IUnityGraphicsVulkanV2 plugin interface to add support for chaining vulkan initialization intercepts
Changed:
- 2D: Allow non-public fields with the SerializeField attribute as custom fields for RuleTile
- Package: com.unity.purchasing updated to 3.2.3. Please refer to the package changelog online here: https://docs.unity3d.com/Packages/[email protected]/changelog/CHANGELOG.html
- XR: The Oculus XR Plugin package has been updated to 1.10.0
- XR: Unity 2020 LTS will be the last version of the editor which supports Magic Leap 1 Developers can continue to build for Magic Leap 1 using Unity 2020 LTS or 2019 LTS
Fixed:
- 2D: Fixed an exception when adding a new Rule when no Rule was selected
- 2D: Fixed an issue where clear buffer was executed out of order
- 2D: Fixed an issue where IKManager2D did not detect classes inheritted from Solver2D
- 2D: Fixed dynamic batching issue when Sprite Renderers and Tilemap Renderers in Individual mode whose batching parameters should match in runtime platforms
- Asset Pipeline: Fixed an issue where duplicating folders and assets did not invoke the OnWillCreateAsset callbacks on the duplicated items.- Asset Pipeline: Fixed an issue with OnPostProcessAllAsset listing unchanged assets as imported, when leaving safe mode.
- Editor: Fixed an issue where changes from the shader files were note propagated correctly due to keyword Enums not being excluded from the caching in the material inspector
- Editor: Fixed an issue where SerializedObject.hasModifiedProperties was returning false after modifying reorderable array element values
- Editor: Fixed an issue where the tooltips for the labels were placed at a fixed position. They now appear at the mouse cursor.
- Editor: [macOS | Linux | WebGL] Fixed an issue where Application.systemLanguage returned "Unknown" when system language was set to Norwegian Bokmal and Nynorsk. These were add in SystemInfo for macOS and Linux, and to SystemInfo in Runtime/Misc used by WebGL and MetroPlayer.
- Editor: [macOS | Linux] Fixed an issue where basic system information was not logged to the log file when launching the Editor
- GI: Fixed an Editor crash on EnlightenSceneMapping::GetTerrainChunkUVST when loading a scene with a corrupt Lighting Data Asset
- Graphics: Fixed a crash that was caused by a memory error when using Vulkan
- Graphics: Fixed an issue where ImageConversion.LoadImage and Texture2D.LoadImage always returned true even in case of a failure
- Graphics: Fixed various Store Actions setup issues
- iOS: Fixed a crash when going to the background, after switching from autorotation to a fixed orientation
- iOS: Fixed a crash when using external display connected with USB-C
- iOS: Fixed an issue where the video became unplayable after resuming an app when video's audio output mode was set to API Only
- macOS: Fixed a crash when attempting to use bluetooth from native plugin instead of crashing. Unity Editor now asks for bluetooth permission. Added "Bluetooth usage description" field to macOS player settings which is displayed in the player when asking for bluetooth.
- macOS: Fixed an issue where the usage description fields for macOS in player settings was not visible on Windows and Linux editors
- Package Manager: Fixed an issue where the user could not view their assets in package manager0) error
- Particles: Fixed a corrupt particle colors issue when using a Skinned Mesh Renderer in the Shape Module
- Particles: Fixed a pivot setting for Horizontal and Vertical billboard render modes issue
- Prefabs: Fixed a cannot move/rotate/scale static objects issue in Prefab Mode when playing.
- Scripting: Fixed an issue of missing details in the sharing violation errors that happened when the Script Compilation pipeline copied assembly to their target directories.
- Scripting: Fixed an issue where double-clicking in some cases would not open the correct line
- Scripting: Fixed an issue where there where empty lines between logs being logged when logging errors, warning or messages. The editor no longer prints newlines for Debug.Log* variants when StackTrace set to 'None'.
- Scripting: Fixed globalgamemanagers.assets to only contain scripts that will be part of the player builds
- Serialization: Fixed an issue where UnityEvent did not correctly populate the function drop down list when used with polymorphic serialization
- Shaders: Fixed an issue where Shader keywords were not sorted in the error and warning messages that came from the shader compiler
- Shaders: Fixed an issue where the caching preprocessor report did not include dependencies in raw GLSL shaders
- Shaders: Fixed an issue where the Properties section could not be folded in the Shader Inspector
- uGUI: Fixed an issue when a canvas was created manually by the user for a Template elementropdown), Sorting Layer was over written
- UI Toolkit: Fixed a corruption issue of the stencil buffer caused by misplaced geometry used to pop masks
- UI Toolkit: Fixed an issue where the Toolbar turned white when loading certain native plugins
- Universal Windows Platform: Fixed a crash in master builds when a scene that uses lightmaps was unloaded
- Video: Fixed an issue where the VideoPlayer did not work on some AMD switchable GPUs
- WebGL: Fixed an error with prevViewport when full screen resized
- WebGL: Fixed an issue where gamepad stick Y being inverted
- Windows: Fixed an issue where IME composition text duplicated between InputFields due to an issue in 3rd party Chinese IMEs.- Windows: Fixed an issue where the Input System failed to detect gamepad if it was connected during splash screen logos.
- Windows: Fixed an issue where the Input System failed to detect touchscreen devices that were connected after startup
- Windows: Fixed an issue where the mouse deltas was always 0 when running Windows in a VM