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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-2021.2.4f1.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:
Improvements:
- Editor: Improved performance of Picking objects in the Scene View
API Changes:
- Core: Changed: Moved ProfilerStartFrame to Initialization section of scriptable player loop
- Graphics: Added: Added a field to the CullingParameters structure to allow for adjustment to the near clipping plane for shadow clipping - this is independent of the rendering camera near clipping plane.
- Graphics: Removed: Removed uploadClearedTextureDataAfterCreationFromScript from PlayerSettings as it was not working as intended and will be superseded with a per-texture flag.
- Windows: Added: UnityEngine.Windows.Input.ForwardRawInput now has a second overload that is usable without enabling unsafe code.
- XR: Added: Support for late latched previous view matrix for URP motion vectors
Changes:
- XR: The Oculus XR Plugin package has been updated to 1.11.0
- XR: Updated XR Management to 4.2.0
- XR: Updating Build Messaging with deprecation text for Lumin
Fixed:
- 2D: Fixed an issue where removing an edge in the Skinning editor would result in the mesh falling back to a quad
- 2D: Fixed case where Bounds can cause spriteshape not load in when running Player
- 2D: Fixed crash when optimizing the geometry of the SpriteShape in certain cases
- 2D: Fixed errors in the Sprite Skin section of documentation
- 2D: Quads are now generated at correct positions after removing all vertices from Sprite meshes
- Android: Fixed performance regression when using MSAA backbuffer with Vulkan
- Animation: Fixed grid in Animator window to always correctly cover the entire graph area
- Asset Pipeline: Fixed a performance regression where projects with large numbers of precompiled assemblies might experience slower import times
- Asset Pipeline: Fixed an issue where a project containing a symbolic link could crash on startup on Windows
- Build System: Fixed error "Cannot find mono image in MonoManager for assembly x" during assembly reload when calling ContentBuildInterface:GetPlayerObjectIdentifiersInAsset.
- Editor: Fixed editor crashes when exiting and keeping a tutorial project
- Editor: Fixed frame debugger does not update issue after clicking frame navigation arrows
- Editor: Fixed reflection probe baking sometimes containing the cyan loading shader
- Editor: Fixed Unity Package Manager diagnostic tool failing to run when started via the launch script.
- GI: Fixed bug where lighting information on renderers would occasionally be scrambled or lost when saving a scene
- GI: Fixed crash when baking 4K lightmap with maximum AA setting
- Graphics: [Vulkan] Profiler shows that the Texture memory usage is lower when Vulkan is used on some devices
- Graphics: [Vulkan] Texture Memory in Memory Profiler Module is not updated when profiling a Vulkan build
- Input System: Fixed incorrect Windows input event timestamps.
- iOS: Enabled ProMotion on ios15 and new devices (iphone13 family)
- iOS: Fixed value of Screen.safeArea retrieved during initialization of packages
- N/A (internal): Fixed Unity splash screen for some devices on EmbeddedLinux.
- Networking: UnityWebRequest now supports gzip compression on Windows
- Package: Fixed property drawing of Unity.Mathematics vector types when manually drawing a property that was hidden with [HideInInspector]
- Package Manager: Fixed the issue where delayCall delegate's Invocation List size doubles when the Package Manager is docked and the delayCall is Invoked
- Package Manager: Fixed the issue where OAuth errors are not logged in the console
- Package Manager: Removed extra fetch calls after Package Manager resolve. Should fix some Package Manager unit test instabilities
- Particles: Fixed right-click context menu for Renderer module Inspector
- Prefabs: Fixed crash with broken scenes where Transform has a PrefabInstance, but the containing GameObject doesn't have one
- Fixed instability caused by non deterministic order of stripped components
- Profiler: Fixed "Missing Profiler.EndSample: WaitForTargetFPS" errors in development builds
- Profiler: Fixed incorrect frame boundary location when profiling standalone builds
- Project Browser: Project Browser slider is correctly restored when clearing the search field after selecting a favorite filter
- Scene/Game View: Fixed new Scene View tabs not copying overlays layout of previous Scene View
- Serialization: In addition to SerializeReference, class referred by value will also be considered and added to the list of classes not to be stripped when performing a Player Build / Asset Bundle Build / Addressable Build
- UI Toolkit: Fixed issue where stylesheets added to a UIBuilder document were not cleared after created a new document
- WebGL: Added workarounds for various Safari Web Audio bugs playing back compressed and looping audio clips. Fixed a regression in Unity audio backend that could cause an incorrect audio volume to be set for < 1 second duration at audio playback start time.