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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 2021.2.2 資料更新 2021-11-11 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-2021.2.2f1.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:
- Physics: Change "Collider2D.GetShapeHash()" so that it calculates the hash incrementally rather than when entirely when it is called. This results in the time take being constant rather than scaling as the number of physics shapes increases.
- Visual Scripting: Eliminating domain reload cost for users when not using Visual Scripting

API Changes:
- Apple TV: Added: Added identifier for 2nd generation Apple TV 4K
- Apple TV: Changed: Changed identifiers for Apple TV HD and first generation Apple TV 4K
- Editor: Added: EditorStyles.iconButton is now public so custom editor windows can implement help, settings and other icon buttons
- iOS: Added: Added identifiers for all iPhone 13 models, 6th generation iPad Minis, 9th generation iPads
- Shaders: Added: It is now possible to query tags on each subshader and pass
- URP: Added: URP global setting for stripping off shader variants
- URP: Added: URP global setting for stripping post processing shader variants

Changes:
- HDRP: Changed the max distance for Light Anchors to avoid unstability with high values
- HDRP: In path tracing, camera ray misses now return a null value with Minimum Depth > 1
- Package: com.unity.purchasing has been updated to 4.1.0
- URP: Main light shadow, additional light shadow and additional light keywords are now enabled based on urp setting instead of existence in scene. This allows better variant stripping

Fixed:
- 2D: Fixed a case where quads generated in the Skinning Editor would be created with the wrong size and position
- 2D: Fixed an issue where an error would show up when destroying a Sprite Skin component while deep profling
- 2D: Fixed an issue where copying mesh and bone data from a .psb containing a single sprite would throw an exception
- 2D: Fixed an issue where IK Solvers would not be updated when previewing an animation clip
- 2D: Fixed artifacts on images when flatten for PSDImporter.
- 2D: Fixed case where colliders do not extend to the end of the sprite texture when Sprite Borders are enabled
- 2D: Fixed case where Edge and Polygon colliders have missing edges on certain open-ended shapes
- 2D: Fixed case where enabling Fill Tessellation and setting profile's fill offset to positive causes errors
- 2D: Fixed case where Sprite Shapes appear only when their pivot is revealed in the Scene view
- 2D: Fixed exception "PsdInvalidException: Unrecognized layer section type" when importing certain files.
- 2D: Fixed render texture size error in the Skinning Editor
- 2D: Removed memory requirement check since we cannot properly determine if there will be enough memory to import the file in PSDImporter
- 2D: [RuleTile] Fixed error in RuleTileEditor when removing all Rules and adding a new Rule
- AI: Fixed crash caused by the Navigation system on editor shutdown
- Android: Asset packs located in Packages should be properly supported
- Android: Fixed bug where Display.systemWidth, Display.systemHeight and Screen.resolutions[] is not updated when folding/unfolding a Galaxy Fold device
- Android: Fixed crash when using Application.Quit with Optimized Frame Pacing
- Animation: Fixed a potential crash when generating asset previews, if destructive methods are called in user callbacks
- Asset Bundles: Fixed crash when reloading an AssetBundle after recompiling scripts in playmode
- Asset Import: Configure button now immediately enabled when switching Animation type to Humanoid
- Editor: Backported fix for a bug which prevented the access token to be refreshed after it expired. This issue required the user to close and reopen the editor every time the access token expired to get it refreshed.
- Editor: Drag-and-drop in Editor windows no longer raises errors about unfreed allocations
- Editor: Fixed a crash on Apple silicon devices when using crunch compression
- Editor: Fixed erroneous "Unfreed allocations" error messages in the console
- Editor: Fixed launching a Linux standalone player whose folder is in $PATH
- Editor: Fixed Mask Field not being wide enough for long layer names
- Editor: Fixed number fields not reverting to zero after becoming empty
- Editor: Fixed warning when instantiating a read-only scene template with new dependencies
- Editor: Inspector AnimationCurve field does not try to show both the context menu and the curve editor when right-clicked now
- Editor: Recent Mac Metal editor change delayed frame updates by 1, affecting selection feedback - this is now fixed
- Editor: Recent Mac Metal editor change delayed frame updates by 1, affecting undo/redo update time - this is now fixed
- GI: Fixed crash when generating lighting which calls print function with incorrect parameters
- Graphics: Descriptor sets were not validated properly under certain circumstances for Vulkan
- Graphics: Fixed alpha dilation filtering when a 16 bit-per-component texture with transparent pixels is imported
- Graphics: Fixed incorrect NativeArray de-allocation error when using the results of Texture2D.GetPixelData in multiple jobs per frame
- Graphics: Fixed incorrect texture settings for externally created textures
- Graphics: Fixed player error and memory leak when player window is hidden
- Graphics: Fixed read/write access on NativeArray after an AsyncGPUReadback request is fulfilled
- Graphics: Resolved an issue where AssetPreview.GetAssetPreview would sometimes return a texture in the incorrect color space when the project itself was set to Linear color space
- HDRP: Fixed emissive value when switching between HDR and LDR mode.
- HDRP: Fixed performance on PrepareLightsForGPU by burstifying light loop.
- Input: Recent Mac Metal editor change delayed frame updates by 1, affecting keyboard input lag - this is now fixed
- iOS: Added support for iPhones, iPads and Apple TV released in 2021
- Package: Fixed a usability issue where in some cases searcher would suggest one collapsed category of results that user would have to manually expand anyway, now searcher auto-expands the single suggested category
- Fixed searcher bug that caused incorrect search results with non whitespaced queries for nodes with spaces in their name and for subgraphs
- Fixed bug that causes search results to not be visible sometimes in the searcher window
- Fixed bug that causes exceptions to be thrown when using the up/down arrow keys with search list focused
- Fixed bug that causes some searcher items to be irreversibly collapsed due to expand icon disappearing on collapsing those items
- Package Manager: Dragging and dropping Assets in projects that reference the package that they are part oft projects that are used to test packages within Unity) will now move the Assets instead of copying them
- Particles: Fixed particle face-culling when rendering into Cubemaps
- Particles: Fixed stuttering slow-motion preview when using Custom Data
- Physics: Fixed an issue with edge selection when editing the PolygonCollider2D or EdgeCollider2D are large Transform scales
- Prefabs: Fixed Prefab sorting issue that re-arranged order of prefabs due to AddedComponents not being handled properly
- Profiler: Custom Profiler counters using a custom category or a category of Audio or Video now display correctly in the chart view
- Profiler: Prevented an ArgumentOutOfRangeException occurring in the Module Editor when enabling deep profiling after deleting a module
- Scene/Game View: Backport for lightmap exposure field negative value fix
- Scene/Game View: Fixed 2D toggle not correctly positioned when starting a new 2D project
- Scene/Game View: Fixing GridSize value when using a linked field
- Scene/Game View: Fixing Increment Snapping linked property not working
- Scripting: Fixed assembly corruptionblyUpdater) in some scenarios where types moved to a different assembly
- Shadergraph: Fixed a bug that caused the Scene Depth Node in Eye space to not work correctly when using an orthographic camera
- Shadergraph: Fixed missing shader keyword stage during keyword copying.
- Shaders: Fixed an issue with Editor using some default data until a shader is imported or compiled
- UI Toolkit: Exposed ProgressBar.lowValue and ProgressBar.highValue
- UI Toolkit: Fixed minor instabilities in the layout that would cause text to wrap
- UI Toolkit: Fixed performance test issue for UI Toolkit renderer repaints
- UI Toolkit: Fixed right-click menu not appearing on Foldout header for hierarchical PropertyFields
- UI Toolkit: Fixed scissor clipping on hidden elements
- UI Toolkit: Fixed setting cursor value in :hover selector does not update cursor
- UI Toolkit: Fixed the unstable ellipsis of text
- UI Toolkit: UXML factory types are now preserved automatically
- URP: Added "Conservative Enclosing Sphere" setting to fix shadow frustum culling issue where shadows are erroneously culled in corners of cascades
- URP: Fixed a regression bug where XR camera postion can not be modified in beginCameraRendering
- URP: Fixed an issue where screen space shadows has flickering with deferred mode
- URP: Fixed for rendering thumbnails
- URP: Fixed ShaderGraph needing updated normals for ShadowCaster in URP.
- VFX Graph: Compilation error while using not exposed texture in ShaderGraph
- Virtual Texturing: Fixed issue where VT-only textures were rendered as default color in the Player when VT was disabled
- Visual Scripting: AOT prebuild works properly when building a project in batchmode.
- Visual Scripting: Fixed il2cpp crash caused by infinite recursion when generating AotStubs
- Visual Scripting: Fixed jitter on fuzzy finder.
- Visual Scripting: Fixed missing icons when the "Transition End Arrow" is on.
- Visual Scripting: Fixed missing textures after switching platform.
- Visual Scripting: Fixed variable duplication not working properly.
- Visual Scripting: Fixed Welcome Screen not opening the proper graph.
- Visual Scripting: Restoring the public icon set api.
- WebGL: Fixed a regression that prevented users from building .jspre plugins in Release mode
- WebGL: Fixed crash on Oculus Browser when the EXT_multisampled_render_to_texture extension is enabled
- Windows: Removed error.log generation for crash uploads in favor of editor.log and dmp files
- XR: Fixed all cameras stop rendering when VR headset is off.
- XR: Updated XR Interaction Toolkit to 1.0.0-pre.6 and removed it from being a discoverable pre-release package since a 1.0.0 version will not be released in the 2021 Editor version