Virtual environment-based interaction method, apparatus, device, medium and program product

By enabling virtual objects in the environment to display different forms based on their skin, the problem of monotonous interaction methods in virtual environments is solved, enhancing the aesthetics and fun of virtual environments.

CN116726495BActive Publication Date: 2026-07-07TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2022-03-01
Publication Date
2026-07-07

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Abstract

The application discloses an interaction method and device based on a virtual environment, equipment, a medium and a program product, and belongs to the field of virtual environments. The method is applied to a first client for controlling a first virtual object, and the method comprises the following steps: displaying the first virtual object and an environmental virtual object in a virtual environment, wherein the environmental virtual object is a scene element possessed by the virtual environment; and in response to an interactive operation of the first virtual object on the environmental virtual object, controlling the environmental virtual object to display a target form, wherein the target form corresponds to a target skin worn by the first virtual object. The above method provides a new interactive mode between the environmental virtual object and the first virtual object.
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Description

Technical Field

[0001] This application relates to the field of virtual environments, and in particular to an interactive method, apparatus, device, medium, and program product based on a virtual environment. Background Technology

[0002] In the gaming industry, virtual environments are often constructed from multiple scene elements, including rocks, trees, houses, non-player characters, and so on.

[0003] In related technologies, the way player-controlled game characters interact with scene elements is very simple. For example, in a gathering task, the player controls the game character to approach a tree and clicks the harvest button to successfully obtain the fruit on the tree; in a forging task, the player controls the game character to provide raw materials such as rare metals to the forging furnace and obtains the forged weapon by clicking the forging button.

[0004] Clearly, the interaction between scene elements (trees, forging furnaces) and game characters in related technologies is very limited. How to increase the interaction between scene elements and game characters has become an urgent technical problem to be solved. Summary of the Invention

[0005] This application provides an interaction method, apparatus, device, medium, and program product based on a virtual environment, and provides a new interaction mode between a virtual object in the environment and a first virtual object. The technical solution is as follows:

[0006] According to one aspect of this application, an interaction method based on a virtual environment is provided, the method being applied to a first client controlling a first virtual object, the method comprising:

[0007] Display the first virtual object and the environment virtual object in the virtual environment. The environment virtual object is a scene element of the virtual environment.

[0008] In response to the interaction between the first virtual object and the environment virtual object, the environment virtual object is controlled to display a target form, which corresponds to the target skin worn by the first virtual object.

[0009] According to another aspect of this application, a virtual environment-based interaction method is provided, the method being applied to a server, the method comprising:

[0010] Receive an interaction request between a first virtual object and an environment virtual object sent by a first client. The interaction request carries information that the skin worn by the first virtual object is the target skin.

[0011] Based on the skin information of the target skin, determine the target morphology corresponding to the skin information;

[0012] Send a command to the first client to display the target shape;

[0013] Among them, the first client is the client used to control the first virtual object, and the environment virtual object is the scene element of the virtual environment.

[0014] According to another aspect of this application, a virtual environment-based interaction method is provided, the method being applied to a second client, the method comprising:

[0015] Display the first virtual object and the environment virtual object in the virtual environment. The environment virtual object is a scene element of the virtual environment.

[0016] The screen displays the first virtual object moving towards the environment's virtual objects;

[0017] The virtual object in the control environment displays the target shape, which corresponds to the target skin worn by the first virtual object.

[0018] The second client is a client used to control the second virtual object, which is any virtual object in the virtual environment other than the first virtual object.

[0019] According to another aspect of this application, an interactive device based on a virtual environment is provided, the device comprising:

[0020] The display module is used to display the first virtual object and the environment virtual object in the virtual environment. The environment virtual object is a scene element of the virtual environment.

[0021] The control module is used to respond to the interactive operation of the first virtual object on the environmental virtual object, and control the environmental virtual object to display the target form, which corresponds to the target skin worn by the first virtual object.

[0022] According to another aspect of this application, an interactive device based on a virtual environment is provided, the device comprising:

[0023] The receiving module is used to receive the interaction request between the first virtual object and the environment virtual object sent by the first client. The interaction request carries information that the skin worn by the first virtual object is the target skin.

[0024] The determination module is used to determine the target morphology corresponding to the skin information of the target skin.

[0025] The sending module is used to send instructions to the first client to display the target shape;

[0026] Among them, the first client is the client used to control the first virtual object, and the environment virtual object is the scene element of the virtual environment.

[0027] According to another aspect of this application, an interactive device based on a virtual environment is provided, the device comprising:

[0028] The display module is used to display the first virtual object and the environment virtual object in the virtual environment. The environment virtual object is a scene element of the virtual environment.

[0029] The display module is also used to display the screen of the first virtual object moving toward the environment virtual object;

[0030] The control module is used to control the virtual objects in the environment to display the target form, which corresponds to the target skin worn by the first virtual object.

[0031] According to one aspect of this application, a computer device is provided, the computer device comprising: a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the virtual environment-based interactive method as described above.

[0032] According to another aspect of this application, a computer-readable storage medium is provided, the storage medium storing a computer program that is loaded and executed by a processor to implement the virtual environment-based interactive method as described above.

[0033] According to another aspect of this application, a computer program product is provided, the computer program product including computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium, and executes the computer instructions, causing the computer device to perform the virtual environment-based interaction method provided in the above aspect.

[0034] The beneficial effects of the technical solutions provided in this application include at least the following:

[0035] By displaying a target form on an environment virtual object that corresponds to the target skin worn by the first virtual object, a new way of interaction between the environment virtual object and the first virtual object is provided.

[0036] In related technologies, the interaction between an environmental virtual object and a first virtual object is determined based on the behavior of the first virtual object. For example, the first virtual object may pick fruit from a tree or forge weapons in a forge. These technologies rely solely on the actions actively performed by the first virtual object on the environmental virtual object to complete the interaction. However, this application provides the interaction between the first virtual object and the environmental virtual object in a way similar to an "Easter egg." The environmental virtual object actively displays a target form to the first virtual object based on the target skin worn by the first virtual object. Clearly, this application provides a novel interaction method different from related technologies. Attached Figure Description

[0037] To more clearly illustrate the technical solutions in the embodiments of this application, the accompanying drawings used in the description of the embodiments will be briefly introduced below. Obviously, the accompanying drawings described below are only some embodiments of this application. For those skilled in the art, other drawings can be obtained based on these drawings without creative effort.

[0038] Figure 1 A block diagram of a computer system provided in an exemplary embodiment is shown;

[0039] Figure 2 A flowchart illustrating an exemplary embodiment of a virtual environment-based interaction method is provided.

[0040] Figure 3 A schematic diagram of a virtual environment provided by an exemplary embodiment is shown;

[0041] Figure 4 A schematic diagram of a virtual environment provided by another exemplary embodiment is shown;

[0042] Figure 5 A schematic diagram of an interactive control for controlling the interaction between a first virtual object and an environment virtual object is shown in an exemplary embodiment.

[0043] Figure 6 A schematic diagram of three different grades of skin from the same skin family provided in an exemplary embodiment is shown;

[0044] Figure 7 A schematic diagram of three different grades of skin from the same skin family, provided by another exemplary embodiment, is shown;

[0045] Figure 8 A schematic diagram showing an environment virtual object provided in an exemplary embodiment displaying a first form corresponding to a first skin is shown;

[0046] Figure 9 A schematic diagram illustrating an exemplary embodiment of an environment virtual object displaying a second form corresponding to a second skin is shown.

[0047] Figure 10 A schematic diagram illustrating the interaction process of a computer system provided in an exemplary embodiment is shown;

[0048] Figure 11 A schematic diagram illustrating the interaction process of a computer system provided in an exemplary embodiment is shown;

[0049] Figure 12 A flowchart of a virtual environment-based interaction method provided by another exemplary embodiment is shown;

[0050] Figure 13 A schematic diagram illustrating the interaction process of a computer system provided in an exemplary embodiment is shown;

[0051] Figure 14 A schematic diagram illustrating the interaction process of a computer system provided in an exemplary embodiment is shown;

[0052] Figure 15 A structural block diagram of an interactive device based on a virtual environment, provided in an exemplary embodiment, is shown.

[0053] Figure 16 A structural block diagram of a virtual environment-based interactive device is shown in another exemplary embodiment.

[0054] Figure 17 A structural block diagram of a virtual environment-based interactive device is shown in another exemplary embodiment.

[0055] Figure 18 A structural block diagram of a computer device provided in an exemplary embodiment is shown. Detailed Implementation

[0056] Exemplary embodiments will now be described in detail, examples of which are illustrated in the accompanying drawings. When the following description relates to the drawings, unless otherwise indicated, the same numbers in different drawings denote the same or similar elements. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0057] It should be understood that "several" in this article refers to one or more, and "multiple" refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0058] First, a brief introduction to the terms used in the embodiments of this application:

[0059] Virtual environment: This refers to the virtual environment displayed (or provided) by the client when running on the terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment; this application does not limit it to any particular type. The following embodiments use a three-dimensional virtual environment as an example.

[0060] Optionally, the virtual environment can provide a battle environment for virtual objects. For example, in a battle royale game, at least one virtual object engages in a single battle in the virtual environment. The virtual object survives by avoiding attacks from enemy units and dangers present in the virtual environment (such as poison gas circles, swamps, etc.). When a virtual object's health points in the virtual environment reach zero, its life in the virtual environment ends, and the last surviving virtual object is the winner.

[0061] Figure 1 A structural block diagram of a computer system provided in an exemplary embodiment of this application is shown. The computer system 100 includes: a first terminal 120, a server 140, and a second terminal 160.

[0062] The first terminal 120 has a first client installed and running that supports a virtual environment. A control account for the first virtual object is logged into the first client. The first client can be any of the following: a 3D map program, a side-scrolling shooter, a side-scrolling adventure game, a side-scrolling platformer, a side-scrolling strategy game, a virtual reality (VR) application, or an augmented reality (AR) application. The first terminal 120 is the terminal used by the first user. The first user uses the first terminal 120 to control the first virtual object located in the virtual environment to perform activities, including but not limited to: adjusting body posture, walking, running, jumping, riding, driving, aiming, picking up, and using at least one of the following: throwing props. For example, the first virtual object is a virtual character, such as a simulated character or an anime character. For example, the first user controls the first virtual object's activities through UI controls on the virtual environment screen.

[0063] The second terminal 160 has a second client installed and running that supports a virtual environment. The second client contains a control account for the second virtual object. The second client can be any of the following: a 3D map application, a side-scrolling shooter, a side-scrolling adventure game, a side-scrolling platformer, a side-scrolling strategy game, a virtual reality (VR) application, or an augmented reality (AR) application. The second terminal 160 is the terminal used by the second user, who uses the second terminal 160 to control the second virtual object located in the virtual environment.

[0064] The first terminal 120 is connected to the server 140 via a wireless network or a wired network, and the second terminal 160 is connected to the server 140 via a wireless network or a wired network.

[0065] Server 140 includes at least one of a single server, multiple servers, a cloud computing platform, and a virtualization center. For example, server 140 includes a processor 144 and a memory 142. Memory 142 further includes a receiving module 1421, a control module 1422, and a sending module 1423. The receiving module 1421 receives requests sent by clients, such as requests to control the movement of virtual objects. The control module 1422 controls the rendering of the virtual environment. The sending module 1423 sends responses to clients, such as indicating that the position of a virtual object has changed. Server 140 provides background services for applications supporting the virtual environment. Optionally, server 140 undertakes the primary computing work, and the first terminal 120 and the second terminal 160 undertake secondary computing work; or, server 140 undertakes secondary computing work, and the first terminal 120 and the second terminal 160 undertake primary computing work; or, server 140, the first terminal 120, and the second terminal 160 undertake computing work collaboratively.

[0066] Optionally, the client described above can run on different operating system platforms (Android or iOS). Optionally, the device type of the terminal includes at least one of the following: smartphone, smartwatch, in-vehicle terminal, wearable device, smart TV, tablet computer, e-book reader, MP3 player, MP4 player, laptop computer, and desktop computer. The following embodiments use a smartphone as an example.

[0067] Those skilled in the art will understand that the number of terminals described above can be more or less. For example, there may be only one terminal, or there may be dozens or hundreds of terminals, or even more. This application does not limit the number of terminals or the type of device.

[0068] To provide a new way for virtual objects in the environment to interact with the first virtual object, Figure 2 A flowchart illustrating an exemplary embodiment of the present application provides a virtual environment-based interaction method. This embodiment uses this method... Figure 1 The method is illustrated by example and is performed using the first terminal 120 (or a first client supporting a virtual environment running on the first terminal 120). The method includes:

[0069] Step 220: Display the first virtual object and the environment virtual object in the virtual environment;

[0070] The first virtual object refers to an active object controlled by the first client in the virtual environment. This active object can be a virtual character, virtual animal, anime character, etc., such as a person or animal displayed in a 3D virtual environment. Optionally, the virtual object is a 3D model created based on animation skeletal technology. Each virtual object has its own shape and volume in the 3D virtual environment and occupies a portion of the space in the 3D virtual environment.

[0071] Target skin: In this application, it refers to the skin worn by the first virtual object. At the interface level, skin can be simply understood as the appearance of the first virtual object; at the backend technical level, skin can be understood as the textures of the model of the first virtual object. In this application, the target skin can be a first layer of skin on the original model, or a second layer of skin obtained by improving the first layer of skin. For example, the first layer of skin is rendered using the first texture, and the second layer of skin is rendered using the second texture obtained by changing certain parts of the first texture. In this application, the skin information of the target skin includes at least one of the following: the skin level of the target skin in its respective target skin series, where skins in the target skin series have the same basic skin style; the rarity of the target skin; the skin quality of the target skin; the skin theme of the target skin; the body parts covered by the target skin; the skin accessories of the target skin; and the skin attributes of the target skin.

[0072] In one embodiment, a first client displays a first virtual object wearing a target skin. The target skin displayed on the first virtual object can be a skin owned by the first virtual object, or a skin that the first virtual object temporarily wears through skin experience permissions. The duration of the skin experience can be three days, five days, seven days, or longer or shorter.

[0073] The target skin worn by the first virtual character can be changed during the current game or selected before the game starts. For example, the first client can control the first virtual character to pick up and wear costumes dropped by other virtual characters, and display a screen showing the first virtual character wearing that costume. For instance, in MOBA (Multiplayer Online Battle Arena) games, the first client can select the target skin for the first virtual character before the game starts and control the first virtual character to always wear that skin throughout the subsequent game.

[0074] Virtual environment objects: These refer to the scene elements within a virtual environment. Optionally, scene elements include dynamic and static virtual objects. Dynamic virtual objects are movable objects in the virtual environment that are not controlled by the player, such as a shopkeeper greeting customers, pedestrians walking freely on the street, or a game guide issuing quests. Static virtual objects are immovable scene elements in the virtual environment, such as paintings and calligraphy in a study, a pond in a yard, or trees found everywhere. Optionally, dynamic virtual objects may have health bars, while static virtual objects may have wear and tear settings. Optionally, dynamic virtual objects may be created by mimicking living animals in the real world, while static virtual objects may be created by mimicking inanimate objects in the real world. Optionally, both dynamic and static virtual objects are used to construct the scene of a virtual environment.

[0075] Reference Figure 3 It shows a virtual environment observed through the perspective of a first virtual object 301. Clearly, this virtual environment is viewed from a third-person perspective, with the camera model within the virtual environment located behind the first virtual object 301. In open-world games, Figure 3 The virtual environment shown is the spawn island screen before the start of the game. The purpose of the spawn island is to gather all players participating in the game. When the gathering time reaches the time threshold or the number of players reaches the number threshold, the game begins.

[0076] Reference Figure 4 It shows the virtual environment as observed from the perspective of the first virtual object 401 in an open-world game. Figure 4 The virtual environment shown is a screenshot of a game. Figure 4 The virtual environment shown is constructed from houses (scene elements) and hillsides (scene elements).

[0077] In one embodiment, scene elements can exhibit at least two forms. For example, if the scene element is a "tree," the two forms of the "tree" are determined by the number of leaves. If the scene element is a "fish tank," the two forms of the "fish tank" are determined by the number of goldfish in the fish tank. If the scene element is a "flower bush," the two forms of the "flower bush" are determined by the number of flowers in bloom in the flower bush.

[0078] In one embodiment, the first client displays scene elements in their native form. The native form is the basic form possessed by the virtual environment object. For example, if the scene element is a "tree," the native form is a "dead tree," meaning the tree has no leaves; if the scene element is a "fish tank," the native form is that there are no goldfish in the fish tank; if the scene element is a "flower bed," the native form is that all the flowers in the flower bed are closed.

[0079] Step 240: In response to the interaction operation of the first virtual object with the environment virtual object, control the environment virtual object to display the target form, the target form corresponding to the target skin worn by the first virtual object;

[0080] Interactive operation: refers to the operation in which the first client controls the first virtual object to interact with the virtual objects in the environment. Optionally, this interactive operation is a trigger operation received by the first client from the user. For example, the first client's interface displays an interactive control, and in response to the user's trigger operation on the interactive control, the first client controls the virtual objects in the environment to display the target form. The trigger operation can be any one of the following: click operation, drag operation, double-click operation, continuous touch operation, pressure touch operation. Another example is that the first client controls the first virtual object to release a skill towards the virtual objects in the environment; when the skill hits the virtual objects in the environment, the first client controls the virtual objects in the environment to display the target form.

[0081] Optionally, interactive operations can also be performed automatically based on a preset relationship between the first virtual object and the environment virtual object. For example, if the distance between the first virtual object and the environment virtual object is less than a preset distance threshold, the first client controls the environment virtual object to display the target shape.

[0082] Indicative, for reference only Figure 5 It illustrates interactive controls for controlling the interaction between a first virtual object and an environment virtual object. In response to the first client controlling the first virtual object to move toward the environment virtual object (tree), when the first virtual object enters a preset distance range of the "tree", interactive control 501 is displayed on the first client. In response to the interactive control 501 receiving a trigger operation, the first client controls the environment virtual object to display the target shape.

[0083] Target form: In this application, target form refers to the form displayed by the virtual object in the environment corresponding to the target skin worn by the first virtual object. Illustratively, when the first virtual object is wearing a first skin, the first client controls the virtual object in the environment to display a first form corresponding to the first skin; when the first virtual object is wearing a second skin, the first client controls the virtual object in the environment to display a second form corresponding to the second skin; wherein the first skin and the second skin are different skins, and the first form and the second form are different forms of the virtual object in the environment.

[0084] In one embodiment, the virtual environment object is a cloud. When the first virtual object is wearing a first skin, the cloud is displayed using a texture that is white with high transparency; when the first virtual object is wearing a second skin, the cloud is displayed using a texture that is golden with low transparency. The first skin and the second skin are different skins. The specific discussion regarding the correspondence between the first skin and the first form, and the correspondence between the second skin and the second form, will be explained in detail in the following embodiments.

[0085] In one embodiment, the first client displays a transformation process—from the original form of a virtual environmental object to its target form, and then back to the original form—by playing a first dynamic effect. For example, the scene element is a "tree," and its original form is a "dead tree" (meaning it has no leaves). The first client switches the display of the "dead tree" to a tree with a first level of leaf density, and then switches the display of the tree with the first level of leaf density back to the "dead tree."

[0086] In one embodiment, the virtual environment object includes all or part of the virtual environment objects located within a preset distance range of the first virtual object. The preset distance range corresponds to the target skin worn by the first virtual object.

[0087] Indicatively, the virtual environment objects include n virtual environment objects from all virtual environment objects located within a preset distance range of the first virtual object. Optionally, the value of n is fixed or corresponds to the target skin worn by the first virtual object. For example, if all virtual environment objects are "stone 1, stone 2, tree 1, tree 2, wall, house", then the n virtual environment objects are 4 virtual environment objects "stone 1, stone 2, tree 1, tree 2".

[0088] Schematic representation: The virtual environment objects include n types of virtual environment objects within a preset distance range of the first virtual object. Optionally, the value of n is fixed or corresponds to the target skin worn by the first virtual object. For example, if all virtual environment objects are "stone 1, stone 2, tree 1, tree 2, wall, house", then the n types of virtual environment objects include four types: "stone, tree, wall, and house". Correspondingly, all virtual environment objects (6 virtual environment objects) display the target form.

[0089] Optionally, the first client randomly determines n virtual objects out of all environment virtual objects.

[0090] Optionally, the interactive operation is applied to at least one of the environmental virtual objects, and in response to the interactive operation, all or some of the environmental virtual objects display the target form.

[0091] In summary, by displaying a target form on an environmental virtual object that corresponds to the target skin worn by the first virtual object, a new interaction method between the environmental virtual object and the first virtual object is provided.

[0092] In related technologies, the interaction between an environmental virtual object and a first virtual object is determined based on the behavior of the first virtual object. For example, the first virtual object may pick fruit from a tree or forge weapons in a forge. These technologies rely solely on the actions actively performed by the first virtual object on the environmental virtual object to complete the interaction. However, this application provides the interaction between the first virtual object and the environmental virtual object in a way similar to an "Easter egg." The environmental virtual object actively displays a target form to the first virtual object based on the target skin worn by the first virtual object. Clearly, this application provides a novel interaction method different from related technologies.

[0093] By setting the environment virtual objects to appear in their native form when not interacting with player-controlled virtual objects, and in their target form when interacting with virtual objects wearing the target skin, the independence of different player-controlled virtual objects in displaying different forms is ensured. That is, when multiple player-controlled virtual objects take turns interacting with the environment virtual objects, the environment virtual objects always use the native form as a transitional form, and any player's client displays the process of native form-target form-native form change.

[0094] based on Figure 2 In the optional embodiments shown, the "first skin corresponds to the first morphology, and the second skin corresponds to the second morphology" involved in step 240 includes at least one of the following eight cases.

[0095] 1. The first skin and the second skin are different levels of skins belonging to the same skin series. Skins in the same skin series have the same basic skin style; the first skin is of a lower level than the second skin, and the level of detail of the first form is lower than that of the second form.

[0096] Indicative, for reference only Figure 6 It shows three different tiers of skins within the same skin family, with skin 61 being tier lower than skin 62, and skin 62 being tier lower than skin 63, in conjunction with reference. Figure 6 Skins 61, 62, and 63 share the same base skin style.

[0097] Combined with references Figure 7 It shows three different tiers of skin from another skin line. Figure 7 Section (A) shows skin of grade 1. Figure 7 Section (B) shows skin of grade 3. Figure 7Section (C) shows level 6 skin, made of Figure 7 It can be seen that this series of skins has the same basic skin style.

[0098] In one embodiment, the target virtual object is a "tree". Level 1 skin corresponds to the first degree of leaf density, Level 3 skin corresponds to the second degree of leaf density, and Level 6 skin corresponds to the third degree of leaf density. The first degree of density is less than the second degree of density, and the second degree of density is less than the third degree of density. That is, the level of detail of the "tree" corresponding to Level 1 skin is less than the level of detail of the "tree" corresponding to Level 2 skin.

[0099] It's worth noting that the level of detail can be understood as the richness of the details on the textures of the virtual environment objects. For example, if the virtual environment object is a tree, the more leaves the tree has, the higher the level of detail. Similarly, if the virtual environment object is an NPC (Non-Player Character), the more patterns on the NPC's clothing, the higher the level of detail.

[0100] The level of detail can also be understood as the visual appeal of virtual environmental objects. For example, if a virtual environmental object is a cloud, the visual appeal of the cloud texture is achieved by adjusting its saturation, contrast, and sharpness. The visual appeal of the cloud texture can also be adjusted by regulating the chroma and brightness of its individual pixels. A higher level of visual appeal provides a more aesthetically pleasing visual experience for the player. Visual appeal can also be measured by the special effects possessed by the virtual environmental object's form; the more special effects the form has, the higher the level of visual appeal.

[0101] 2. The first and second skins have different levels of rarity; the first skin is less rare than the second skin; the first form is less detailed than the second form.

[0102] Rarity can be understood as the ease or difficulty of obtaining a skin. For example, some games use colors to correspond to rarity, such as white, blue, yellow, purple, orange, and red skins, with rarity increasing progressively. White and blue skins are provided free of charge by the game server to players, while yellow and purple skins require players to collect materials to upgrade them. Orange and red skins can also be obtained through upgrades, but with a correspondingly higher failure rate. Skins of any rarity can also be purchased directly with real money.

[0103] In some games, rarity can also be represented by N (Normal), R (Rare), SR (SuperRare), SSR (Superior Super Rare), and UR&UTR (Ultra Rare).

[0104] Reference Figure 8 and Figure 9 , Figure 8 The virtual environment object is shown displaying a first form corresponding to the first skin. Figure 9 The virtual environment object displays a second form corresponding to the second skin. Figure 8 The rarity of the first skin worn by the first virtual object in the game is lower than that of the first skin worn by the first virtual object. Figure 9 The rarity of the second skin 901 worn by the first virtual object in the game. Figure 8 The first morphology of the middle tree, 802, has a lower level of refinement than Figure 9 The degree of refinement of the second form 902 of the tree, that is, the number of leaves of the "tree" in the first form 802 is less than the number of leaves of the "tree" in the second form 902.

[0105] 3. The skin quality of the first skin and the second skin is different; the skin quality of the first skin is lower than that of the second skin; the refinement level of the first form is lower than that of the second form.

[0106] Skin quality can be understood as the aesthetic appeal of a skin. In some games, skin quality is categorized as free skins, default skins, rare skins, epic skins, legendary skins, and collector's edition skins. The higher the skin quality, the more aesthetically pleasing the skin. In addition, there may be limited-edition skins, seasonal skins, and other skin quality categories.

[0107] In one embodiment, the higher the quality of the skin, the more refined the form of the virtual environment object. For example, if the virtual environment object is a "pond", the number of lotus leaves and lotus flowers in the pond corresponding to the Warrior skin is less than the number of lotus leaves and lotus flowers in the pond corresponding to the Legendary skin.

[0108] 4. The first skin and the second skin belong to different skin themes; the first skin belongs to the first skin theme, and the second skin belongs to the second skin theme; the style of the first form corresponds to the first skin theme, and the style of the second form corresponds to the second skin theme.

[0109] In one embodiment, all skins under the same theme share the same backstory. For example, all skins under the "Three Kingdoms" theme contain elements of the Three Kingdoms period; for instance, the "Guan Yu" skin features a red face and a long beard, while the "Zhang Fei" skin has a full beard. Similarly, all skins under the "Christmas" theme contain Christmas elements, with one skin featuring a Christmas tree and another featuring Santa Claus.

[0110] Taking a skin with a "Three Kingdoms" theme and a "Christmas" theme as an example, the virtual environment is a "non-player character." The first form of the non-player character is a soldier dressed in ancient Chinese style, and the second form is Santa Claus. That is, the style of the first form corresponds to the theme of the first skin, and the style of the second form corresponds to the theme of the second skin.

[0111] 5. The body parts covered by the first skin and the second skin are different; the body part covered by the first skin is the first body part, and the body part covered by the second skin is the second body part; the first form includes the first body part of the virtual environment object with a higher level of detail than other body parts other than the first body part; the second form includes the second body part of the virtual environment object with a higher level of detail than other body parts other than the second body part.

[0112] In one embodiment, the virtual environment object and the first virtual object have similar body parts. For example, both the first virtual object and the virtual environment object are simulated human figures, and their body parts include a head, torso, and limbs. The first and second skins do not completely cover the body of the first virtual object. For example, the first skin covers the head of the first virtual object, and the second skin covers the torso of the second virtual object. Therefore, the first morphology indicates that the head of the virtual environment object has a higher level of detail than other body parts, and the second morphology indicates that the torso of the virtual environment object has a higher level of detail than other body parts.

[0113] In some games, skins are assembled from skin components. For example, a complete skin includes a hat, top, pants, and accessories. A first skin may only include the top, and a second skin may only include the pants; that is, the first and second skins are sub-skins of a complete skin.

[0114] In some games, the first and second skins are called "Star Guardian Skins". Based on the original skin, the first and second skins change some of the original skin's appearance, such as changing the hat accessories or the top accessories.

[0115] 6. The first skin and the second skin have different skin accessories; the first skin has first skin accessories that the second skin does not have, and the second skin has second skin accessories that the first skin does not have; the first form includes displaying the first skin accessories on the virtual objects of the environment, and the second form includes displaying the second skin accessories on the virtual objects of the environment;

[0116] In one embodiment, if the first skin has a skin accessory "hat" that the second skin does not have, and the second skin has a skin accessory "decoration☆" that the first skin does not have, then the first form indicator displays "hat" on the virtual object in the environment, and the second form indicator displays "decoration☆" on the virtual object in the environment.

[0117] 7. The first skin and the second skin have different skin attributes; the first form includes virtual objects in the environment that have display elements corresponding to the skin attributes of the first skin; the second form includes virtual objects in the environment that have display elements corresponding to the skin attributes of the second skin.

[0118] In one embodiment, the skin attribute includes any one of the following: metal, wood, water, fire, earth, wind, thunder, and lightning. For example, if the first skin has the water attribute and the second skin has the fire attribute, and the virtual environment object is a "tree," then the first form could be a tree filled with water mist, and the second form could be a burning tree.

[0119] In one embodiment, the skin attribute includes any one of the Azure Dragon, White Tiger, Vermilion Bird, and Black Tortoise. Illustratively, if the first skin's skin attribute is Azure Dragon and the second skin's skin attribute is Vermilion Bird, and the virtual environment object is a "tree," then the first form could be a tree displaying the Azure Dragon totem, and the second form could be a tree displaying the Vermilion Bird totem.

[0120] 8. The first skin and the second skin have different numbers of skin accessories; the first skin has fewer skin accessories than the second skin.

[0121] The level of detail in the first form is lower than that in the second form, and / or the display duration of the first form is shorter than that of the second form.

[0122] Indicatively, the first skin displays a long dress inlaid with 5 gems, and the second skin displays a long dress inlaid with 8 gems. The virtual environment is the "Marriage Tree" in the game. The Marriage Tree displayed in the first form is less lush than the Marriage Tree displayed in the second form, and / or, the duration of the first form of the Marriage Tree displayed by the first skin is less than the duration of the second form of the Marriage Tree displayed by the first skin.

[0123] In summary, the above eight possible implementations of "the first skin corresponding to the first form and the second skin corresponding to the second form" establish different correspondences between skins and different forms, providing a new way for virtual environmental objects and the first virtual object to interact.

[0124] By setting up virtual objects in the environment, different forms can be achieved, giving the virtual environment a rich variety of scene elements, thereby improving the overall aesthetics of the virtual environment and indirectly enhancing the overall fun and playability of the game.

[0125] The following section will introduce the backend technology to illustrate the process by which a computer system displays the target form of a virtual object in the control environment.

[0126] Figure 10 The diagram illustrates an interaction process of a computer system provided in an exemplary embodiment of this application, the interaction process including:

[0127] Step 1001: The first client sends an interaction request between the first virtual object and the environment virtual object to the server. The interaction request carries information that the skin worn by the first virtual object is the target skin.

[0128] In response to the interaction operation of the first virtual object with the environment virtual object, the first client sends an interaction request between the first virtual object and the environment virtual object to the server.

[0129] In one embodiment, the initial virtual object of the environment displays its native form. In response to the interaction operation of the first virtual object with the virtual object of the environment, the virtual object of the environment displays its target form. Then, in response to the display duration of the target form reaching a threshold, the virtual object of the environment displays its native form again until the next virtual object interacts with it.

[0130] In one embodiment, the initial virtual object of the environment displays a first form, and in response to the interaction of the first virtual object wearing a second skin with the virtual object of the environment, the virtual object of the environment displays a second form, until another virtual object wearing a third skin interacts with it, and the virtual object of the environment displays a third form.

[0131] Step 1002: The server receives the interaction request between the first virtual object and the environment virtual object sent by the first client;

[0132] The interaction request is generated based on the interaction operation of the first virtual object with the environment virtual object and the information that the skin worn by the first virtual object is the target skin.

[0133] Step 1003: The server determines the target shape corresponding to the skin information based on the skin information of the target skin;

[0134] The server obtains information that the skin worn by the first virtual object in the interaction request is the target skin, and determines the target form corresponding to the skin information based on the target skin information.

[0135] In one embodiment, the skin information includes at least one of the following: the skin rank of the target skin in its respective target skin series, where skins in the target skin series have the same base skin style; the rarity of the target skin; the skin quality of the target skin; the skin theme of the target skin; the body parts covered by the target skin; the skin accessories that the target skin has; the skin attributes that the target skin has; and the number of skin accessories that the target skin has.

[0136] Target form: In this application, target form refers to the form displayed by the virtual object of the environment that corresponds to the target skin worn by the first virtual object.

[0137] Indicatively, the target skin includes a first skin or a second skin. The first skin and the second skin are skins of different levels within the same skin series. The server determines the skin series to which the target skin belongs and the level of the target skin within the skin series, as well as the target form corresponding to that skin series and level.

[0138] Indicatively, the target skin includes a first skin or a second skin, with the first skin and the second skin having different levels of rarity. The server determines the rarity level of the target skin and the target form corresponding to that rarity level.

[0139] In illustrative terms, the target skin includes a first skin or a second skin. The first skin and the second skin have different skin qualities. The server determines the skin quality of the target skin and the target shape corresponding to that skin quality.

[0140] Indicatively, the target skin includes a first skin or a second skin, the skin themes of the first skin and the second skin are different, the server determines the skin theme of the target skin, and the target form corresponding to that skin theme.

[0141] Indicatively, the target skin includes a first skin or a second skin, and the first skin and the second skin cover different body parts. The server determines the body part covered by the target skin, as well as the target shape corresponding to that body part.

[0142] Indicatively, the target skin includes a first skin or a second skin, the first skin and the second skin have different skin accessories, the server determines the skin accessories of the target skin, and the target form corresponding to the skin accessories.

[0143] In illustrative terms, the target skin includes a first skin or a second skin. The first skin and the second skin have different skin attributes. The server determines the skin attributes of the target skin and the target form corresponding to those skin attributes.

[0144] Indicatively, the target skin includes a first skin or a second skin, and the first skin and the second skin have different numbers of skin accessories. The server determines the number of skin accessories the target skin has, and the target shape corresponding to that number.

[0145] Step 1004: The server sends an instruction to the first client to display the target shape;

[0146] The server sends a command to the first client to display the target form of the virtual object in the control environment.

[0147] Step 1005: The first client receives the instruction from the server to display the target shape;

[0148] Step 1006: The virtual object in the first client control environment displays the target form.

[0149] The first client selects the target shape from a pre-loaded library of virtual environment objects and displays it on the virtual environment object. This shape library can be pre-loaded from the server before the start of the current game, or it can be downloaded from the server and stored locally when the first client is installed.

[0150] One point worth noting is that, Figure 10 In the method embodiment shown, the target form may be displayed only on the first client without being updated to other clients simultaneously, or it may be updated simultaneously to all clients corresponding to all virtual objects existing in the current virtual environment.

[0151] In summary, based on the interaction process between the first client and the server, a method is provided for the first client to display the target form. Furthermore, the process of matching the target skin with the target form is implemented on the server side, which prevents players from exploiting vulnerabilities to allow the first client to display the target form even when the first virtual object is not wearing the target skin.

[0152] Figure 11 A schematic diagram of the interaction process of a computer system provided in another exemplary embodiment of this application is shown, the interaction process including:

[0153] Step 1101: The first client determines that the virtual object of the environment is in a state of waiting to be interacted with;

[0154] The "Pending Interaction" state indicates that the virtual object in the environment is not currently interacting with the virtual object. This state can also be called the "Unused" state. Each time the client refreshes the state of the virtual object, it must synchronize the updated state to the server.

[0155] In response to the first client receiving an interactive operation from the first virtual object on the environment virtual object, the first client determines that the environment virtual object is currently in a state of waiting for interaction.

[0156] Step 1102: The first client sends an interaction request between the first virtual object and the second virtual object to the server. The interaction request carries information that the skin worn by the first virtual object is the target skin.

[0157] In response to the first client determining that the virtual object in the environment is currently in a state of waiting for interaction, the first client sends an interaction request between the first virtual object and the second virtual object to the server.

[0158] Step 1103: The server receives the interaction request between the first virtual object and the environment virtual object sent by the first client;

[0159] Step 1104: The server determines that the virtual object in the environment is in a state of waiting to be interacted with;

[0160] The server re-verifies that the virtual environment object is in a state of waiting for interaction. If the virtual environment object is in a state of waiting for interaction, the server executes step 1105.

[0161] Step 1105: The server determines the target shape corresponding to the skin information based on the skin information of the target skin;

[0162] The server obtains information that the skin worn by the first virtual object in the interaction request is the target skin, and determines the target form corresponding to the skin information based on the target skin information.

[0163] Please refer to step 1003 above for details.

[0164] Step 1106: The server sends an instruction to the first client to display the target shape;

[0165] The server sends a command to the first client to display the target form of the virtual object in the control environment.

[0166] Step 1107: The first client receives the instruction from the server to display the target shape;

[0167] Step 1108: The virtual object in the first client control environment displays the target form;

[0168] Optionally, the first client controls the virtual object of the environment to display the target form and updates the virtual object of the environment to an interactive state.

[0169] Step 1109: The first client refreshes the virtual environment object to a state ready for interaction;

[0170] In one embodiment, the first client displays a transformation process—from the original form of an environmental virtual object to its target form, and then back to its original form—by playing a first dynamic effect. After the first dynamic effect finishes playing, the first client refreshes the environmental virtual object to an interactive state.

[0171] Step 1110: The first client sends a request to the server to refresh the virtual environment object to an interactive state;

[0172] Step 1111: The server receives a request from the first client to refresh the virtual environment object to an interactive state;

[0173] Step 1112: The server refreshes the virtual environment object to a state ready for interaction.

[0174] In summary, by setting the interaction state of the virtual environment object to be updated synchronously by the first client and the server, it is ensured that only one player-controlled virtual object can interact with the virtual environment object at any given time, further ensuring that multiple clients can display the target form synchronously.

[0175] In one embodiment, Figure 12 A flowchart illustrating a virtual environment-based display method provided in an exemplary embodiment of this application is shown, demonstrating the method applied to... Figure 1 The second terminal 160 (or a second client supporting a virtual environment running on the second terminal 160) is illustrated as an example, wherein the second client is a client used to control a second virtual object, and the second virtual object is any virtual object in the virtual environment other than the first virtual object. The method includes:

[0176] Step 1220: Display the first virtual object and the environment virtual object in the virtual environment;

[0177] First virtual object: refers to an active object in the virtual environment controlled by the first client.

[0178] Virtual environment objects: These refer to the scene elements present in a virtual environment. Scene elements are used to build the scene of a virtual environment. For example, scene elements include plants, animals, clouds, ponds, fish tanks, calligraphy and paintings, clothing, non-player characters, etc.

[0179] In one embodiment, scene elements can exhibit at least two forms. For example, if the scene element is a "tree," the two forms of the "tree" are determined by the number of leaves. If the scene element is a "fish tank," the two forms of the "fish tank" are determined by the number of goldfish in the fish tank. If the scene element is a "flower bush," the two forms of the "flower bush" are determined by the number of flowers in bloom in the flower bush.

[0180] In one embodiment, the first client displays scene elements in their native form. The native form is the basic form possessed by the virtual objects in the environment. For example, if the scene element is a "tree," the native form is a "dead tree," meaning the tree has no leaves; if the scene element is a "fish tank," the native form is that there are no goldfish in the fish tank; if the scene element is a "flower bed," the native form is that all the flowers in the flower bed are closed.

[0181] Step 1240: Display the screen showing the first virtual object moving towards the environment virtual object;

[0182] In response to the first client's control to move the first virtual object toward the environment virtual object, the server synchronizes the movement operation to the second client, and the second client displays the screen showing the first virtual object moving toward the environment virtual object.

[0183] Step 1260: The virtual object in the control environment displays the target form, which corresponds to the target skin worn by the first virtual object.

[0184] Target form: In this application, target form refers to the form displayed by the virtual object in the environment corresponding to the target skin worn by the first virtual object. Illustratively, when the first virtual object is wearing a first skin, the second client controls the virtual object in the environment to display a first form corresponding to the first skin; when the first virtual object is wearing a second skin, the second client controls the virtual object in the environment to display a second form corresponding to the second skin; wherein, the first skin and the second skin are different skins, and the first form and the second form are different forms of the virtual object in the environment.

[0185] In one embodiment, the virtual environment object is a cloud. When the first virtual object is wearing a first skin, the cloud is displayed using a texture that is white with high transparency; when the second virtual object is wearing a second skin, the cloud is displayed using a texture that is golden with low transparency. The first skin and the second skin are different skins. The specific discussion regarding the correspondence between the first skin and the first form, and the correspondence between the second skin and the second form, has been detailed in the above embodiments.

[0186] In one embodiment, the second client displays a transformation process—from the original form of a virtual environmental object to its target form, and then back to the original form—by playing a first dynamic effect. For example, the scene element is a "tree," and its original form is a "dead tree" (meaning it has no leaves). The second client then switches the display of the "dead tree" to a tree with leaves of a first degree of density, and then switches the display of the tree with the first degree of density of leaves back to the "dead tree."

[0187] In summary, by displaying a target form on an environmental virtual object that corresponds to the target skin worn by the first virtual object, a new interaction method between the environmental virtual object and the first virtual object is provided.

[0188] In related technologies, the interaction between an environmental virtual object and a first virtual object is determined based on the behavior of the first virtual object. For example, the first virtual object may pick fruit from a tree or forge weapons in a forge. These technologies rely solely on the actions actively performed by the first virtual object on the environmental virtual object to complete the interaction. However, this application provides the interaction between the first virtual object and the environmental virtual object in a way similar to an "Easter egg." The environmental virtual object actively displays a target form to the first virtual object based on the target skin worn by the first virtual object. Clearly, this application provides a novel interaction method different from related technologies.

[0189] Figure 13 A schematic diagram of the interaction process of a computer system provided in another exemplary embodiment of this application is shown, the interaction process including:

[0190] Step 1301: The first client sends an interaction request between the first virtual object and the environment virtual object to the server. The interaction request carries information that the skin worn by the first virtual object is the target skin.

[0191] In response to the interaction operation of the first virtual object with the environment virtual object, the first client sends an interaction request between the first virtual object and the environment virtual object to the server.

[0192] In one embodiment, initially, the virtual objects in the environment on the first client and the second client are displayed in their native form. In response to the interaction operation of the first virtual object with the virtual objects in the environment, the virtual objects in the environment on the first client and the second client are displayed in their target form. Then, in response to the display duration of the target form reaching a threshold, the virtual objects in the environment on the first client and the second client are displayed in their native form again until the next virtual object interacts with them.

[0193] In one embodiment, initially, the virtual objects of the environment on the first client and the second client are in a first form. In response to the interaction operation of the first virtual object wearing the second skin with the virtual objects of the environment, the virtual objects of the environment on the first client and the second client display a second form. Until another virtual object wearing the third skin interacts with it, the virtual objects of the environment on the first client and the second client display a third form.

[0194] Step 1302: The server receives the interaction request between the first virtual object and the environment virtual object sent by the first client;

[0195] The interaction request is generated based on the interaction operation of the first virtual object with the environment virtual object and the information that the skin worn by the first virtual object is the target skin.

[0196] Step 1303: The server determines the target shape corresponding to the skin information based on the skin information of the target skin;

[0197] The server obtains information that the skin worn by the first virtual object in the interaction request is the target skin, and determines the target form corresponding to the skin information based on the target skin information.

[0198] Please refer to the above for details. Figure 10 Detailed explanation of step 1003 in the method embodiment shown.

[0199] Step 1304: The server sends an instruction to the first client to display the target shape;

[0200] Step 1305: The server sends an instruction to the second client to display the target shape;

[0201] It is worth noting that the execution order of steps 1304 and 1305 may be simultaneous, or step 1304 may be executed first and then step 1305, or step 1305 may be executed first and then step 1304.

[0202] Step 1306-1: The first client receives the instruction from the server to display the target shape;

[0203] Step 1307-1: The virtual object in the first client control environment displays the target form;

[0204] Step 1306-2: The second client receives the instruction from the server to display the target shape;

[0205] Step 1307-2: The virtual object in the second client control environment displays the target form.

[0206] In summary, through the interaction between the first client, the second client, and the server, a method is provided for the first client and the second client to display the target form. Furthermore, the process of mapping the target skin to the target form is implemented on the server side, which avoids players exploiting vulnerabilities to allow the first client to display the target form even when the first virtual object is not wearing the target skin, or players exploiting vulnerabilities to prevent the second client from displaying the target form even when the first virtual object is wearing the target skin.

[0207] Figure 14 A schematic diagram of the interaction process of a computer system provided in another exemplary embodiment of this application is shown, the interaction process including:

[0208] Step 1401: The first client determines that the virtual object of the environment is in a state of waiting to be interacted with;

[0209] The "Pending Interaction" state indicates that the virtual object in the environment is not currently interacting with other virtual objects. This state can also be called the "Unused" state. Each time the state of the virtual object in the environment is refreshed, the refreshed state must be synchronously updated on the first client, the server, and the second client.

[0210] In response to the first client receiving the interaction operation between the first virtual object and the environment virtual object, the first client determines that the environment virtual object is currently in a state of waiting for interaction.

[0211] Step 1402: The first client sends an interaction request between the first virtual object and the second virtual object to the server. The interaction request carries information that the skin worn by the first virtual object is the target skin.

[0212] The interaction request is generated based on the interaction operation of the first virtual object with the environment virtual object and the information that the skin worn by the first virtual object is the target skin.

[0213] Step 1403: The server receives the interaction request between the first virtual object and the environment virtual object sent by the first client;

[0214] The interaction request is generated based on the interaction operation of the first virtual object with the environment virtual object and the information that the skin worn by the first virtual object is the target skin.

[0215] Step 1404: The server determines that the virtual object in the environment is in a state of waiting to be interacted with;

[0216] The server re-verifies that the virtual environment object is in a state of waiting for interaction. If the virtual environment object is in a state of waiting for interaction, the server then executes step 1405.

[0217] Step 1405: The server determines the target shape corresponding to the skin information based on the skin information of the target skin;

[0218] The server obtains information that the skin worn by the first virtual object in the interaction request is the target skin, and determines the target form corresponding to the skin information based on the target skin information.

[0219] Please refer to the above for details. Figure 10 Detailed explanation of step 1003 in the method embodiment shown.

[0220] Step 1406: The server sends an instruction to the first client to display the target shape;

[0221] The server sends a command to the first client to display the target form of the virtual object in the control environment.

[0222] Step 1407: The server sends an instruction to the second client to display the target shape;

[0223] The server sends a command to the second client to display the target form of the virtual object in the control environment.

[0224] It is worth noting that the execution order of steps 1406 and 1407 may be as follows: steps 1406 and 1407 may be executed simultaneously, steps 1406 may be executed first and then steps 1407 may be executed later, or steps 1407 may be executed first and then steps 1406 may be executed later.

[0225] Step 1408-1: The first client receives the instruction from the server to display the target shape;

[0226] Step 1409-1: The virtual object in the first client control environment displays the target form;

[0227] Step 1408-2: The second client receives the instruction from the server to display the target shape;

[0228] Step 1409-2: The virtual object in the second client control environment displays the target shape;

[0229] In one embodiment, the first client displays a transformation process—from the original form of an environmental virtual object to its target form, and then back to its original form—by playing a first dynamic effect. After the first dynamic effect finishes playing, the first client refreshes the environmental virtual object to an interactive state.

[0230] Step 1410: The first client refreshes the virtual environment object to a state ready for interaction;

[0231] Step 1411: The first client sends a request to the server to refresh the virtual environment object to an interactive state;

[0232] Step 1412: The server receives a request from the first client to refresh the virtual environment object to an interactive state;

[0233] Step 1413: The server refreshes the virtual environment object to a state ready for interaction;

[0234] Step 1414: The server sends an instruction to the second client to refresh the virtual environment object to an interactive state;

[0235] Step 1415: The second client receives an instruction from the server to refresh the virtual environment object to an interactive state;

[0236] Step 1416: The second client refreshes the virtual environment object to a state ready for interaction.

[0237] In summary, by setting the interaction state of the virtual environment object to be updated synchronously by the first client, the second client, and the server, it is ensured that only one player-controlled virtual object can interact with the virtual environment object at any given time, thereby ensuring that multiple clients can display the target form synchronously.

[0238] Figure 15 The diagram illustrates a structural block diagram of a virtual environment-based interactive device provided in an exemplary embodiment of this application. The device includes:

[0239] Display module 1501 is used to display a first virtual object and an environment virtual object in a virtual environment. The environment virtual object is a scene element of the virtual environment.

[0240] The control module 1502 is used to respond to the interactive operation of the first virtual object on the environmental virtual object, and control the environmental virtual object to display the target form, which corresponds to the target skin worn by the first virtual object.

[0241] In an optional embodiment, the control module 1502 is further configured to control the virtual object in the environment to display a first form corresponding to the first skin when the first virtual object is wearing a first skin.

[0242] In an optional embodiment, the control module 1502 is further configured to control the virtual object in the environment to display a second form corresponding to the second skin when the first virtual object is wearing the second skin.

[0243] In an optional embodiment, the first skin and the second skin are different skins, and the first form and the second form are different forms of the virtual environment object.

[0244] In an optional embodiment, the first skin and the second skin are skins of different levels belonging to the same skin series, and skins in the same skin series have the same basic skin style; the level of the first skin is lower than that of the second skin; the level of refinement of the first form is lower than that of the second form.

[0245] In one alternative embodiment, the first skin and the second skin have different levels of rarity; the first skin is less rare than the second skin; and the first morphology has a lower level of refinement than the second morphology.

[0246] In one alternative embodiment, the first skin and the second skin have different skin qualities; the skin quality of the first skin is lower than that of the second skin; and the refinement of the first morphology is lower than that of the second morphology.

[0247] In an optional embodiment, the first skin and the second skin belong to different skin themes; the first skin belongs to the first skin theme, and the second skin belongs to the second skin theme; the style of the first form corresponds to the first skin theme, and the style of the second form corresponds to the second skin theme.

[0248] In an optional embodiment, the body parts covered by the first skin and the second skin are different; the body part covered by the first skin is the first body part, and the body part covered by the second skin is the second body part; the first form includes the first body part of the virtual environment object with a higher level of detail than other body parts other than the first body part; the second form includes the second body part of the virtual environment object with a higher level of detail than other body parts other than the second body part.

[0249] In one alternative embodiment, the first skin and the second skin have different skin accessories; the first skin has first skin accessories that the second skin does not have, and the second skin has second skin accessories that the first skin does not have; the first form includes displaying the first skin accessory on an ambient virtual object, and the second form includes displaying the second skin accessory on an ambient virtual object.

[0250] In one optional embodiment, the first skin and the second skin have different skin attributes; the first form includes an environment virtual object having display elements corresponding to the skin attributes of the first skin; the second form includes an environment virtual object having display elements corresponding to the skin attributes of the second skin.

[0251] In one optional embodiment, the first skin and the second skin have different numbers of skin accessories; the first skin has fewer skin accessories than the second skin; the level of detail of the first form is lower than that of the second form; and / or, the display duration of the first form is shorter than that of the second form.

[0252] In an optional embodiment, the virtual environment objects include all or some of the virtual environment objects located within a preset distance range of the first virtual object, and the interactive operation is applied to at least one of the virtual environment objects; wherein, the preset distance range corresponds to the target skin worn by the first virtual object.

[0253] In an optional embodiment, the display module 1501 is further configured to display an environment virtual object in its native form, which is the basic form that the environment virtual object has.

[0254] In an optional embodiment, the control module 1502 is further configured to display the process of the virtual object in the environment switching from its original form to its target form and then switching back to its original form by playing a first dynamic effect.

[0255] In an optional embodiment, the control module 1502 is further configured to send an interaction request between the first virtual object and the environment virtual object to the server, the interaction request carrying information that the skin worn by the first virtual object is the target skin.

[0256] In an optional embodiment, the control module 1502 is further configured to receive instructions from the server to display the target shape.

[0257] In an optional embodiment, the control module 1502 is also used to control the virtual objects in the environment to display the target shape.

[0258] In an optional embodiment, the control module 1502 is further configured to determine that the virtual object of the environment is in a state of pending interaction, the state of pending interaction indicating that the virtual object of the environment is not currently interacting with the virtual object.

[0259] In an optional embodiment, the control module 1502 is further configured to refresh the virtual environment object to a state of being ready to interact, the state of being ready to interact indicating that the virtual environment object is not currently interacting with the virtual object.

[0260] In an optional embodiment, the control module 1502 is further configured to send a request to the server to refresh the virtual environment object to an interactive state.

[0261] In summary, by displaying a target form on an environmental virtual object that corresponds to the target skin worn by the first virtual object, a new interaction method between the environmental virtual object and the first virtual object is provided.

[0262] In related technologies, the interaction between an environmental virtual object and a first virtual object is determined based on the behavior of the first virtual object. For example, the first virtual object may pick fruit from a tree or forge weapons in a forge. These technologies rely solely on the actions actively performed by the first virtual object on the environmental virtual object to complete the interaction. However, this application provides the interaction between the first virtual object and the environmental virtual object in a way similar to an "Easter egg." The environmental virtual object actively displays a target form to the first virtual object based on the target skin worn by the first virtual object. Clearly, this application provides a novel interaction method different from related technologies.

[0263] Figure 16 The diagram illustrates a structural block diagram of a virtual environment-based interactive device provided in an exemplary embodiment of this application. The device includes:

[0264] The receiving module 1601 is used to receive an interaction request between a first virtual object and an environment virtual object sent by a first client. The interaction request carries information that the skin worn by the first virtual object is the target skin.

[0265] The determination module 1602 is used to determine the target morphology corresponding to the skin information based on the skin information of the target skin.

[0266] The sending module 1603 is used to send an instruction to the first client to display the target shape;

[0267] Among them, the first client is the client used to control the first virtual object, and the environment virtual object is the scene element of the virtual environment.

[0268] In an optional embodiment, the skin information includes at least one of the following: the skin level of the target skin in its respective target skin series, where skins in the target skin series have the same base skin style; the rarity of the target skin; the skin quality of the target skin; the skin theme of the target skin; the body parts covered by the target skin; the skin accessories that the target skin has; the skin attributes that the target skin has; and the number of skin accessories that the target skin has.

[0269] In an optional embodiment, the determining module 1602 is further configured to determine that the virtual object of the environment is in a state of pending interaction, the state of pending interaction indicating that the virtual object of the environment is not currently interacting with the virtual object.

[0270] In an optional embodiment, the receiving module 1601 is further configured to receive a request from the first client to refresh the virtual environment object to a state of pending interaction, wherein the state of pending interaction indicates that the virtual environment object is not currently interacting with the virtual object.

[0271] In an optional embodiment, the device further includes a refresh module 1604, which refreshes the virtual environment object to an interactive state.

[0272] In an optional embodiment, the sending module 1603 is further configured to send an instruction to the second client to display the target form; wherein the second client is a client for controlling the second virtual object, and the second virtual object is any virtual object in the virtual environment other than the first virtual object.

[0273] In an optional embodiment, the sending module 1603 is further configured to send an instruction to the second client to refresh the virtual environment object to a state of pending interaction, wherein the state of pending interaction indicates that the virtual environment object is not currently interacting with the virtual object.

[0274] In summary, by displaying a target form on an environmental virtual object that corresponds to the target skin worn by the first virtual object, a new interaction method between the environmental virtual object and the first virtual object is provided.

[0275] In related technologies, the interaction between an environmental virtual object and a first virtual object is determined based on the behavior of the first virtual object. For example, the first virtual object may pick fruit from a tree or forge weapons in a forge. These technologies rely solely on the actions actively performed by the first virtual object on the environmental virtual object to complete the interaction. However, this application provides the interaction between the first virtual object and the environmental virtual object in a way similar to an "Easter egg." The environmental virtual object actively displays a target form to the first virtual object based on the target skin worn by the first virtual object. Clearly, this application provides a novel interaction method different from related technologies.

[0276] Figure 17 The diagram illustrates a structural block diagram of a virtual environment-based interactive device provided in an exemplary embodiment of this application. The device includes:

[0277] Display module 1701 is used to display a first virtual object and an environment virtual object in a virtual environment. The environment virtual object is a scene element of the virtual environment.

[0278] The display module 1701 is also used to display the screen of the first virtual object moving toward the environment virtual object;

[0279] The control module 1702 is used to control the virtual object in the environment to display the target shape, which corresponds to the target skin worn by the first virtual object.

[0280] In an optional embodiment, the control module 1702 is further configured to control the virtual object in the environment to display a first form corresponding to the first skin when the first virtual object is wearing a first skin.

[0281] In an optional embodiment, the control module 1702 is further configured to control the virtual object in the environment to display a second form corresponding to the second skin when the first virtual object is wearing the second skin.

[0282] Among them, the first skin and the second skin are different skins, and the first form and the second form are different forms of virtual objects in the environment.

[0283] In an optional embodiment, the display module 1701 is also used to display the native form of the virtual environment object, the native form being the basic form that the virtual environment object has.

[0284] In an optional embodiment, the control module 1702 is further configured to display the process of the virtual object in the environment switching from its original form to its target form and then switching back to its original form by playing a first dynamic effect.

[0285] In an optional embodiment, the control module 1702 is further configured to receive instructions from the server to display the target shape.

[0286] In an optional embodiment, the control module 1702 is also used to control the virtual objects in the environment to display the target shape.

[0287] In an optional embodiment, the control module 1702 is further configured to receive an instruction from the server to refresh the virtual environment object to an interactive state.

[0288] In an optional embodiment, the control module 1702 is further configured to refresh the virtual environment object to a state of being ready to interact, the state of being ready to interact indicating that the virtual environment object is not currently interacting with the virtual object.

[0289] In summary, by displaying a target form on an environmental virtual object that corresponds to the target skin worn by the first virtual object, a new interaction method between the environmental virtual object and the first virtual object is provided.

[0290] In related technologies, the interaction between an environmental virtual object and a first virtual object is determined based on the behavior of the first virtual object. For example, the first virtual object may pick fruit from a tree or forge weapons in a forge. These technologies rely solely on the actions actively performed by the first virtual object on the environmental virtual object to complete the interaction. However, this application provides the interaction between the first virtual object and the environmental virtual object in a way similar to an "Easter egg." The environmental virtual object actively displays a target form to the first virtual object based on the target skin worn by the first virtual object. Clearly, this application provides a novel interaction method different from related technologies.

[0291] Figure 18 A structural block diagram of a computer device 1800 provided in an exemplary embodiment of this application is shown. The computer device 1800 may be a portable mobile terminal, such as a smartphone, tablet computer, MP3 player (Moving Picture Experts Group Audio Layer III), MP4 player (Moving Picture Experts Group Audio Layer IV), laptop computer, or desktop computer. The computer device 1800 may also be referred to as a user device, portable terminal, laptop terminal, desktop terminal, or other names.

[0292] Typically, computer device 1800 includes a processor 1801 and a memory 1802.

[0293] Processor 1801 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 1801 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 1801 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 1801 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 1801 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0294] The memory 1802 may include one or more computer-readable storage media, which may be non-transitory. The memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 1802 are used to store at least one instruction, which is executed by the processor 1801 to implement the virtual environment-based interactive method provided in the method embodiments of this application.

[0295] In some embodiments, the computer device 1800 may also optionally include a peripheral device interface 1803 and at least one peripheral device. The processor 1801, memory 1802, and peripheral device interface 1803 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 1803 via a bus, signal line, or circuit board. For example, the peripheral device may include at least one of the following: a radio frequency circuit 1804, a display screen 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1808.

[0296] Peripheral device interface 1803 can be used to connect at least one I / O (Input / Output) related peripheral device to processor 1801 and memory 1802. In some embodiments, processor 1801, memory 1802 and peripheral device interface 1803 are integrated on the same chip or circuit board; in some other embodiments, any one or two of processor 1801, memory 1802 and peripheral device interface 1803 can be implemented on separate chips or circuit boards, which is not limited in this embodiment.

[0297] The radio frequency (RF) circuit 1804 is used to receive and transmit RF (Radio Frequency) signals, also known as electromagnetic signals. The RF circuit 1804 communicates with communication networks and other communication devices via electromagnetic signals. The RF circuit 1804 converts electrical signals into electromagnetic signals for transmission, or converts received electromagnetic signals back into electrical signals. Optionally, the RF circuit 1804 includes: an antenna system, an RF transceiver, one or more amplifiers, a tuner, an oscillator, a digital signal processor, a codec chipset, a user identity module card, etc. The RF circuit 1804 can communicate with other terminals through at least one wireless communication protocol. This wireless communication protocol includes, but is not limited to: the World Wide Web, metropolitan area networks, intranets, various generations of mobile communication networks (2G, 3G, 4G, and 18G), wireless local area networks, and / or WiFi (Wireless Fidelity) networks. In some embodiments, the RF circuit 1804 may also include circuitry related to NFC (Near Field Communication), which is not limited in this application.

[0298] Display screen 1805 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 1805 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 1801 for processing. In this case, display screen 1805 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 1805, disposed on the front panel of computer device 1800; in other embodiments, there may be at least two display screens, disposed on different surfaces of computer device 1800 or in a folded design; in still other embodiments, display screen 1805 may be a flexible display screen, disposed on a curved or folded surface of computer device 1800. Furthermore, display screen 1805 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 1805 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode).

[0299] The camera assembly 1806 is used to acquire images or videos. Optionally, the camera assembly 1806 includes a front-facing camera and a rear-facing camera. Typically, the front-facing camera is located on the front panel of the terminal, and the rear-facing camera is located on the back of the terminal. In some embodiments, there are at least two rear-facing cameras, which are any one of a main camera, a depth-sensing camera, a wide-angle camera, and a telephoto camera, to achieve background blurring by fusion of the main camera and the depth-sensing camera, panoramic shooting by fusion of the main camera and the wide-angle camera, VR (Virtual Reality) shooting, or other fusion shooting functions. In some embodiments, the camera assembly 1806 may also include a flash. The flash can be a single-color temperature flash or a dual-color temperature flash. A dual-color temperature flash refers to a combination of a warm-light flash and a cool-light flash, which can be used for light compensation at different color temperatures.

[0300] The audio circuit 1807 may include a microphone and a speaker. The microphone is used to collect sound waves from the user and the environment, converting them into electrical signals that are input to the processor 1801 for processing, or to the radio frequency circuit 1804 for voice communication. For stereo sound acquisition or noise reduction purposes, multiple microphones may be used, positioned at different locations within the computer device 1800. The microphone may also be an array microphone or an omnidirectional microphone. The speaker is used to convert electrical signals from the processor 1801 or the radio frequency circuit 1804 into sound waves. The speaker may be a conventional diaphragm speaker or a piezoelectric ceramic speaker. When the speaker is a piezoelectric ceramic speaker, it can convert electrical signals not only into audible sound waves but also into inaudible sound waves for purposes such as distance measurement. In some embodiments, the audio circuit 1807 may also include a headphone jack.

[0301] Power supply 1808 is used to supply power to the various components in computer device 1800. Power supply 1808 can be AC ​​power, DC power, a disposable battery, or a rechargeable battery. When power supply 1808 includes a rechargeable battery, the rechargeable battery can be a wired rechargeable battery or a wireless rechargeable battery. A wired rechargeable battery is a battery that is charged via a wired line, and a wireless rechargeable battery is a battery that is charged via a wireless coil. The rechargeable battery can also be used to support fast charging technology.

[0302] In some embodiments, the computer device 1800 further includes one or more sensors 1809. The one or more sensors 1809 include, but are not limited to, an accelerometer 1810, a gyroscope 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.

[0303] Accelerometer 1810 can detect the magnitude of acceleration along the three coordinate axes of a coordinate system established by computer device 1800. For example, accelerometer 1810 can be used to detect the components of gravitational acceleration along the three coordinate axes. Processor 1801 can control display screen 1805 to display the user interface in either a landscape or portrait view based on the gravitational acceleration signal acquired by accelerometer 1810. Accelerometer 1810 can also be used for games or for acquiring user motion data.

[0304] The gyroscope sensor 1811 can detect the orientation and rotation angle of the computer device 1800. The gyroscope sensor 1811 can work in conjunction with the accelerometer sensor 1810 to acquire 3D motion data from the user on the computer device 1800. Based on the data acquired by the gyroscope sensor 1811, the processor 1801 can perform the following functions: motion sensing (e.g., changing the UI based on the user's tilt), image stabilization during shooting, game control, and inertial navigation.

[0305] The pressure sensor 1812 can be disposed on the side bezel of the computer device 1800 and / or on the lower layer of the display screen 1805. When the pressure sensor 1812 is disposed on the side bezel of the computer device 1800, it can detect the user's grip signal on the computer device 1800, and the processor 1801 can perform left / right hand recognition or quick operation based on the grip signal collected by the pressure sensor 1812. When the pressure sensor 1812 is disposed on the lower layer of the display screen 1805, the processor 1801 can control the operable controls on the UI interface based on the user's pressure operation on the display screen 1805. The operable controls include at least one of button controls, scroll bar controls, icon controls, and menu controls.

[0306] An optical sensor 1813 is used to collect ambient light intensity. In one embodiment, the processor 1801 can control the display brightness of the display screen 1805 based on the ambient light intensity collected by the optical sensor 1813. For example, when the ambient light intensity is high, the display brightness of the display screen 1805 is increased; when the ambient light intensity is low, the display brightness of the display screen 1805 is decreased. In another embodiment, the processor 1801 can also dynamically adjust the shooting parameters of the camera assembly 1806 based on the ambient light intensity collected by the optical sensor 1813.

[0307] The proximity sensor 1814, also known as a distance sensor, is typically located on the front panel of the computer device 1800. The proximity sensor 1814 is used to detect the distance between the user and the front of the computer device 1800. In one embodiment, when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually decreasing, the processor 1801 controls the display screen 1805 to switch from a screen-on state to a screen-off state; when the proximity sensor 1814 detects that the distance between the user and the front of the computer device 1800 is gradually increasing, the processor 1801 controls the display screen 1805 to switch from a screen-off state to a screen-on state.

[0308] Those skilled in the art will understand that Figure 18 The structure shown does not constitute a limitation on the computer device 1800, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0309] This application also provides a computer-readable storage medium storing at least one instruction, at least one program, code set, or instruction set, wherein the at least one instruction, the at least one program, the code set, or the instruction set is loaded and executed by a processor to implement the virtual environment-based interactive method provided in the above-described method embodiments.

[0310] This application provides a computer program product or computer program that includes computer instructions stored in a computer-readable storage medium. A processor of a computer device reads the computer instructions from the computer-readable storage medium and executes the computer instructions, causing the computer device to perform the virtual environment-based interaction method provided in the above-described method embodiments.

[0311] The sequence numbers of the embodiments in this application are for descriptive purposes only and do not represent the superiority or inferiority of the embodiments.

[0312] Those skilled in the art will understand that all or part of the steps of the above embodiments can be implemented by hardware or by a program instructing related hardware. The program can be stored in a computer-readable storage medium, such as a read-only memory, a disk, or an optical disk.

[0313] The above description is merely an optional embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.

Claims

1. An interaction method based on a virtual environment, characterized in that, The method is applied to a first client that controls a first virtual object, and the method includes: A first virtual object and an environment virtual object are displayed in the virtual environment, wherein the environment virtual object is a scene element of the virtual environment; When the first virtual object moves toward the environment virtual object and enters a preset distance range of the environment virtual object, an interactive control is displayed; when the interactive control receives a trigger operation, if the first virtual object is wearing a first skin, the environment virtual object is controlled to display a first form corresponding to the first skin; if the first virtual object is wearing a second skin, the environment virtual object is controlled to display a second form corresponding to the second skin. The first skin and the second skin are different skins, and the first form and the second form are different forms of the virtual environment object.

2. The method according to claim 1, characterized in that, The first skin and the second skin are different levels of skins belonging to the same skin series, and the skins in the same skin series have the same basic skin style; The first skin's level is lower than the second skin's level; The level of refinement in the first form is lower than that in the second form.

3. The method according to claim 1, characterized in that, The first skin and the second skin are of different rarity; The first skin is less rare than the second skin; The level of refinement in the first form is lower than that in the second form.

4. The method according to claim 1, characterized in that, The first skin and the second skin have different skin qualities; The skin quality of the first skin is lower than that of the second skin. The level of refinement in the first form is lower than that in the second form.

5. The method according to claim 1, characterized in that, The first skin and the second skin belong to different skin themes; The first skin belongs to the first skin theme, and the second skin belongs to the second skin theme; The style of the first form corresponds to the style of the first skin theme, and the style of the second form corresponds to the style of the second skin theme.

6. The method according to claim 1, characterized in that, The first skin and the second skin cover different body parts; The body part covered by the first skin is the first body part, and the body part covered by the second skin is the second body part; The first form includes a first body part of the virtual environment object having a higher level of detail than other body parts besides the first body part; the second form includes a second body part of the virtual environment object having a higher level of detail than other body parts besides the second body part.

7. The method according to claim 1, characterized in that, The first skin and the second skin have different skin accessories; The first skin has a first skin accessory that the second skin does not have, and the second skin has a second skin accessory that the first skin does not have; The first form includes displaying the first skin accessory on the virtual environment object, and the second form includes displaying the second skin accessory on the virtual environment object.

8. The method according to claim 1, characterized in that, The first skin and the second skin have different skin properties; The first form includes the virtual environment object having display elements corresponding to the skin attributes of the first skin; the second form includes the virtual environment object having display elements corresponding to the skin attributes of the second skin.

9. The method according to claim 1, characterized in that, The first skin and the second skin have different numbers of skin accessories; The first skin has fewer skin accessories than the second skin. The level of detail in the first form is lower than that in the second form, and / or the display duration of the first form is shorter than that of the second form.

10. The method according to any one of claims 1 to 9, characterized in that, The virtual environment objects include all or some of the virtual environment objects located within a preset distance range of the first virtual object, and the interactive operation is applied to at least one of the virtual environment objects. The preset distance range of the first virtual object corresponds to the target skin worn by the first virtual object.

11. The method according to any one of claims 1 to 9, characterized in that, The virtual object of the display environment includes: The environment virtual object displays a native form, where the native form is the basic form that the environment virtual object has; The method further includes: By playing the first dynamic effect, the process of the virtual object in the environment switching from its original form to its target form, and then switching back to its original form, is displayed.

12. The method according to any one of claims 1 to 9, characterized in that, The method further includes: Send an interaction request between the first virtual object and the environment virtual object to the server, wherein the interaction request carries information that the skin worn by the first virtual object is the target skin; Receive the instruction sent by the server to display the target shape; The virtual object in the environment is controlled to display the target shape.

13. The method according to claim 12, characterized in that, The method further includes: The virtual object in the environment is determined to be in a state of pending interaction, which indicates that the virtual object in the environment is not currently interacting with the virtual object.

14. The method according to claim 12, characterized in that, The method further includes: The virtual environment object is refreshed to a state of being ready to interact, which indicates that the virtual environment object is not currently interacting with the virtual object. Send a request to the server to refresh the virtual environment object to the interactive state.

15. An interaction method based on a virtual environment, characterized in that, The method is applied to a server, and the method includes: Receive an interaction request from a first client between a first virtual object and an environment virtual object, wherein the interaction request carries information that the skin worn by the first virtual object is the target skin; Based on the skin information of the target skin, determine the target morphology corresponding to the skin information; Send an instruction to the first client to display the target shape; Wherein, the first client is a client used to control the first virtual object, and the environment virtual object is a scene element of the virtual environment; the first client is used to display interactive controls when the first virtual object moves toward the environment virtual object and enters a preset distance range of the environment virtual object; in response to the interactive controls receiving a trigger operation, when the first virtual object is wearing a first skin, the client controls the environment virtual object to display a first form corresponding to the first skin; when the first virtual object is wearing a second skin, the client controls the environment virtual object to display a second form corresponding to the second skin; wherein, the first skin and the second skin are different skins, and the first form and the second form are different forms of the environment virtual object.

16. The method according to claim 15, characterized in that, The skin information includes at least one of the following; The target skin's skin grade within its target skin family, where all skins in the target skin family share the same basic skin style; The degree of rarity of the target skin; The skin quality of the target skin; The skin theme of the target skin; The target skin covers the body part; The target skin has the following skin accessories; The target skin possesses the following skin properties; The target skin has a number of skin accessories.

17. The method according to claim 15, characterized in that, The method further includes: Send an instruction to the second client to display the target shape; The second client is a client used to control the second virtual object, which is any virtual object in the virtual environment other than the first virtual object.

18. An interaction method based on a virtual environment, characterized in that, The method is applied to a second client, and the method includes: A first virtual object and an environment virtual object are displayed in the virtual environment, wherein the environment virtual object is a scene element of the virtual environment; The screen displays the first virtual object moving toward the environmental virtual object; In response to a trigger operation received by an interactive control displayed on the first client, when the first virtual object is wearing a first skin, the environment virtual object is controlled to display a first form corresponding to the first skin; when the first virtual object is wearing a second skin, the environment virtual object is controlled to display a second form corresponding to the second skin; wherein, the first skin and the second skin are different skins, and the first form and the second form are different forms of the environment virtual object; the interactive control is displayed by the first client when the first virtual object moves toward the environment virtual object and enters a preset distance range of the environment virtual object; the first client is a client used to control the first virtual object; The second client is a client used to control the second virtual object, which is any virtual object in the virtual environment other than the first virtual object.

19. The method according to claim 18, characterized in that, The method further includes: Receive instructions from the server to display the target shape; The virtual object in the environment is controlled to display the target shape.

20. An interactive device based on a virtual environment, characterized in that, The device includes: The display module is used to display a first virtual object and an environment virtual object in the virtual environment, wherein the environment virtual object is a scene element of the virtual environment; The control module is configured to display an interactive control when the first virtual object moves toward the environmental virtual object and enters a preset distance range of the environmental virtual object; and, in response to the interactive control receiving a trigger operation, control the environmental virtual object to display a first form corresponding to the first skin when the first virtual object is wearing a first skin; and control the environmental virtual object to display a second form corresponding to the second skin when the first virtual object is wearing a second skin. The first skin and the second skin are different skins, and the first form and the second form are different forms of the virtual environment object.

21. The apparatus according to claim 20, characterized in that, The first skin and the second skin are different levels of skins belonging to the same skin series, and the skins in the same skin series have the same basic skin style; The first skin's level is lower than the second skin's level; The level of refinement in the first form is lower than that in the second form.

22. An interactive device based on a virtual environment, characterized in that, The device includes: The receiving module is used to receive an interaction request between a first virtual object and an environment virtual object sent by a first client, wherein the interaction request carries information that the skin worn by the first virtual object is the target skin; The determination module is used to determine the target morphology corresponding to the skin information based on the skin information of the target skin; The sending module is used to send an instruction to the first client to display the target shape; Wherein, the first client is a client used to control the first virtual object, and the environment virtual object is a scene element of the virtual environment; the first client is used to display interactive controls when the first virtual object moves toward the environment virtual object and enters a preset distance range of the environment virtual object; in response to the interactive controls receiving a trigger operation, when the first virtual object is wearing a first skin, the client controls the environment virtual object to display a first form corresponding to the first skin; when the first virtual object is wearing a second skin, the client controls the environment virtual object to display a second form corresponding to the second skin; wherein, the first skin and the second skin are different skins, and the first form and the second form are different forms of the environment virtual object.

23. An interactive device based on a virtual environment, characterized in that, The device includes: The display module is used to display a first virtual object and an environment virtual object in the virtual environment, wherein the environment virtual object is a scene element of the virtual environment; and the first virtual object is a virtual object controlled by a first client. The display module is also used to display a screen showing the first virtual object moving toward the environmental virtual object; The control module is configured to respond to a trigger operation received by an interactive control displayed on the first client, and to control the environmental virtual object to display a first form corresponding to the first skin when the first virtual object is wearing a first skin; and to control the environmental virtual object to display a second form corresponding to the second skin when the first virtual object is wearing a second skin; wherein the first skin and the second skin are different skins, and the first form and the second form are different forms of the environmental virtual object; the interactive control is displayed by the first client when the first virtual object moves toward the environmental virtual object and enters a preset distance range of the environmental virtual object; the first client is a client used to control the first virtual object.

24. A computer device, characterized in that, The computer device includes a processor and a memory, the memory storing a computer program that is loaded and executed by the processor to implement the virtual environment-based interactive method as described in any one of claims 1 to 19.

25. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that is loaded and executed by a processor to implement the virtual environment-based interactive method as described in any one of claims 1 to 19.