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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-2021.1.26f1.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:
- Version Control: Added light and dark mode versions of avatar icon
- Version Control: Added notification status icons
- Version Control: Workspace migration from Collab to Plastic which can be done with or without Plastic installed
Improvements:
- Scripting: Add GameObject link to Warning message: "SendMessage cannot be called during Awake, CheckConsistency, or OnValidate."
Changed:
- Version Control: Improved usage analytics around Editor and Plugin version
- Version Control: Workspace Migration Adjustments
Fixed:
- Android: Fixed an issue where Display.systemWidth, Display.systemHeight and Screen.resolutions[] were not updated when folding/unfolding a Galaxy Fold device
- Android: Fixed an issue where Java local reference was leaking in UnityWebRequest, VideoPlayer
- Animation: Fixed a potential crash when generating asset previews, if destructive methods were called in user callbacks
- Animation: Fixed an issue where the animation curve editor was swapping unintentionally when curves were edited in two different inspectors
- Asset Pipeline: Fixed an issue with fields with default values not being set to default value, if field was removed from assets
- Asset Pipeline: Fixed an issue where the artifact dependency would get ignored
- Audio: Fixed an issue where exposing multiple send levels in the audio mixer were not working correctly. Previously created mixers with exposed send levels will cause a warning to be logged on editor startup and the send levels will have to be re-exposed
- Documentation: Fixed an incorrect measurement units for ArticulationDrive.forceLimit
- Editor: Fixed a null reference exception when opening a popup window in some cases (when a previous popup window got somehow saved into a window layout)
- Editor: Fixed an issue when launching a Linux standalone player whose folder was in $PATH
- Editor: Fixed an issue where preset for ThemeStyleSheet was not disabled
- Editor: Fixed an issue where Reorderable list null item were not displayed correctly
- Editor: Fixed an issue where ReorderableList elements when reordering would disapear
- Editor: Fixed an issue where the Avatar Stage editing closed on clicking anywhere in the Scene view or Hierarchy when two Inspector windows were used
- Editor: Fixed an issue where the gradient picker closed when clicking on the gradient field
- Editor: Fixed an issue where there was missing tooltips to the buttons of the Simulator view Control Bar
- Editor: Fixed an issue where variables were not resolved before reading style values
- Graphics: Fixed a Metal enforce depth clearing issue when "Don't care" load action was used, to avoid potential subtle issues later on
- Graphics: Fixed a crash when loading really large (more than 2GB size) meshes
- Graphics: Fixed a Mac Standalone Player memory leak issue that came with the change to presenting with CVDisplayLink
- Graphics: Fixed an alpha dilation filtering issue when a 16 bit-per-component texture with transparent pixels was imported
- Graphics: Fixed an issue where frames were being unnecessarily dropped before presenting on Metal OSX when using CVDisplayLink
- Graphics: Fixed an issue where memory would leak from mesh due to mismatching memory labels
- Graphics: Fixed an issue where MeshRenderer was rendering a mesh when the MeshFilter had been removed while editing the prefab in context
- IL2CPP: Fixed a conversion issue on methods with ref readonly return values
- IL2CPP: Fixed a possible crash in the GC code when the mark stack overflows while script debugging was enabled if many threads were created
- IL2CPP: Fixed build issue with Linux player on Windows where builds would fail when the logged in user has a space in their username
- iOS: Fixed an issue where erroneous ads were enabled.
- macOS: Fixed an issue where the Xbox wireless gamepad triggers and DPAD were not working in the old Input
- macOS: Fixed an issue where there was an inverted Y position of mouse cursor using New Input's Warp mouse
- Particles: Fixed a culling issue if a Particle System mesh had changed
- Particles: Fixed a stuttering slow-motion preview issue when using Custom Data
- Physics: Fixed an issue with edge selection when editing the PolygonCollider2D or EdgeCollider2D with large Transform scales
- Prefabs: Fixed Prefab sorting issue that re-arranged order of prefabs due to AddedComponents were not being handled properly
- Profiler: Fixed an issue where Profiler.GetTotalAllocatedMemoryLong reporting was increasing values while loading and unloading the same scene
- Scripting: Fixed errors that were appearing in console when using UI Toolkit package and opened the Profiler (Standalone Process)
- Timeline: Fixed an issue where audio tracks did not respect audio listener pause state
- UI: Fixed an issue where calculation of size was incorrect for cameras that have a view rect set
- UI: Fixed an issue where wrong aspect was used when a explicit aspect is assigned.
- UI Toolkit: Fixed a wrong mouse position on events issue when a UI Toolkit element has mouse capture, the mouse was outside the element's editor window and that window did not have the active mouse capture from the OS
- UI Toolkit: Fixed an exception thrown when repainting a panel that used a destroyed texture
- UI Toolkit: Fixed an issue where dragging on overlapping UIDocuments was broken when using EventSystem and StandaloneInputModule.
- UI Toolkit: Fixed an issue where the pointer events were not working correctly when multiple UI Documents had different Screen Match values
- Version Control: Fixed a CoreServices namespace naming conflict
- Version Control: Fixed an issue where there was a missing Enterprise login link
- Version Control: Fixed low resolution icons issue in light theme
- Version Control: Fixed some situations where the history window would be blank
- Windows: Fixed an issue where the Physics simulations and FixedUpdate was running while the splashscreen was being displayed on Windows Standlaone and Universal Windows Platform