Marker processing method, device and equipment in virtual scene and storage medium

CN117122919BActive Publication Date: 2026-08-28TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
CN202210554917.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Filing Date
2022-05-20
Publication Date
2026-08-28
Estimated Expiration
2042-05-20

AI Technical Summary

Technical Problem

[0004]然而,在实际游戏过程中,由于队内成员针对虚拟场景中的标记的寻找成本高,导致针对标记的使用效率低,人机交互体验差

Benefits of technology

[0064] By applying the embodiments of this application, when the target content in the virtual scene carries a marker, the corresponding marker prompt information is displayed, which can ensure the timeliness of receiving the marker prompt information; when a trigger operation for the marker prompt information is received, by controlling the display state of the marker in the virtual scene to switch from the original state to the prompt state, and displaying the marker in the prompt state in the virtual scene, the location of the target content can be quickly located, thereby reducing the cost of finding the marker, improving the efficiency of using the marker, and enhancing the human-computer interaction experience.

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Abstract

The application provides a marker processing method and device in a virtual scene; the method comprises the following steps: displaying an interface of a virtual scene of a first virtual object, wherein the virtual scene comprises at least one second virtual object; when a target second virtual object in the at least one second virtual object performs a marker operation on target content in the virtual scene, so that the target content carries a marker, displaying corresponding marker prompt information; when a trigger operation on the marker prompt information is received, switching a display state of the marker in the virtual scene from an original state to a prompt state, and displaying the marker in the prompt state in the virtual scene, wherein the marker in the prompt state is used for prompting a position of the target content in the virtual scene. Through the application, the timeliness of receiving the marker prompt information can be improved, the position of the marker can be quickly located, the search cost for the marker is reduced, the use efficiency for the marker is improved, and the human-computer interaction experience is improved.
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Description

Technical Field

[0001] This application relates to computer technology, and more particularly to a method, apparatus, device, computer-readable storage medium, and computer program product for marking in a virtual scene. Background Technology

[0002] Display technologies based on graphics processing hardware have expanded the channels for perceiving the environment and acquiring information. In particular, virtual scene display technologies can realize diverse interactions between virtual objects controlled by users or artificial intelligence according to actual application needs. They have various typical application scenarios. For example, in virtual scenes such as shooting games, they can simulate the real combat process between virtual objects.

[0003] Marking content in the virtual scene during battles (marking points) is one of the important means of synchronizing information within the team. Good information synchronization can broaden the player's field of vision and improve the team's overall strength. It can be said that using marking points is one of the essential skills that low-level players must master to level up quickly.

[0004] However, in actual gameplay, the high cost for team members to find markers in the virtual scene leads to low efficiency in using the markers and a poor human-computer interaction experience. Summary of the Invention

[0005] This application provides a method, apparatus, computer-readable storage medium, and computer program product for processing markers in a virtual scene, which can improve the timeliness of receiving marker prompt information, thereby quickly locating the position of the marker, reducing the cost of finding the marker, improving the efficiency of using the marker, and enhancing the human-computer interaction experience.

[0006] The technical solution of this application embodiment is implemented as follows:

[0007] This application provides a tagging method in a virtual scene, including:

[0008] An interface that displays a virtual scene of a first virtual object, wherein the virtual scene includes at least one second virtual object;

[0009] When the target second virtual object in at least one of the second virtual objects performs a marking operation on the target content in the virtual scene, causing the target content to carry a mark, a marking prompt message is displayed;

[0010] The marking prompt information is used to prompt the target second virtual object that it has performed a marking operation on the target content;

[0011] When a trigger operation is received for the marker prompt information, the display state of the marker in the virtual scene is switched from the original state to the prompt state, and the marker in the prompt state is displayed in the virtual scene;

[0012] The marker in the prompt state is used to indicate the location of the target content in the virtual scene.

[0013] This application provides a marker processing device in a virtual scene, including:

[0014] A first display module is used to display a virtual scene interface of a first virtual object, wherein the virtual scene includes at least one second virtual object;

[0015] The second display module is used to display a marking prompt message when the target second virtual object in the at least one second virtual object performs a marking operation on the target content in the virtual scene, causing the target content to carry a mark.

[0016] The marking prompt information is used to prompt the target second virtual object that it has performed a marking operation on the target content;

[0017] The state switching module is used to switch the display state of the mark in the virtual scene from the original state to the prompt state when a trigger operation for the mark prompt information is received, and to display the mark in the prompt state in the virtual scene;

[0018] The marker in the prompt state is used to indicate the location of the target content in the virtual scene.

[0019] In the above scheme, the second display module is further configured to display a chat area in the interface of the virtual scene, the chat area being used for the first virtual object to chat with the at least one second virtual object; in the chat area, the marked prompt information is displayed using a target display style;

[0020] Wherein, when the chat area also displays chat information between the first virtual object and the second virtual object, the display style of the chat information is different from the target display style.

[0021] In the above scheme, the second display module is further configured to display the marker prompt information in the chat area using the target color corresponding to the target second virtual object; wherein, different virtual objects correspond to different colors.

[0022] In the above scheme, the second display module is further configured to display at least one of the following in the chat area:

[0023] A marker graphic used to indicate the type of the target content, and an object identifier for the target second virtual object.

[0024] In the above scheme, the marking processing device in the virtual scene further includes a third display module, which is used to display the mark in the original state in the virtual scene when the target second virtual object in the at least one second virtual object performs a marking operation on the target content in the virtual scene, so that the target content carries the mark;

[0025] The mark has at least one of the following features: a target color corresponding to the target second virtual object, and a shape for indicating the type of the target content.

[0026] In the above scheme, the second display module is further configured to receive input item demand information, wherein the item demand information is used to indicate that the first virtual object has a demand for items of the target type;

[0027] Display the item demand information and display at least one target marker prompt associated with the item of the target type, wherein the marker corresponding to the target marker prompt is in an unresponsive state.

[0028] In the above scheme, the second display module is also used to periodically display the marked prompt information when the target content in the virtual scene is in an unresponsive state and the duration of the unresponsive state reaches a duration threshold.

[0029] In the above scheme, the second display module is further configured to display operation prompts in the interface of the virtual scene after displaying the marked prompts in the chat area;

[0030] The operation prompt information is used to prompt the execution of a trigger operation in response to the mark prompt information, so as to control the display state of the mark to switch from the original state to the prompt state.

[0031] In the above scheme, the second display module is further configured to display a floating layer and display a gesture animation for performing the trigger operation in the floating layer, the gesture animation being used to instruct the trigger operation to be performed in response to the marked prompt information.

[0032] In the above scheme, the second display module is also used to display at least two category labels corresponding to the marked prompt information in the virtual scene interface;

[0033] In response to a trigger operation targeting a target category label among the at least two category labels, a target marker hint message is displayed, wherein the type of the target content corresponding to the target marker hint message is the same as the type indicated by the target category label.

[0034] In the above scheme, the state switching module is further configured to, when receiving a trigger operation for the marker prompt information, switch the display style of the marker in the virtual scene from the first display style to the second display style;

[0035] The first display style is used to indicate that the mark is in the original state, and the second display style is used to indicate that the mark is in the prompt state.

[0036] In the above scheme, the second display module is further configured to receive a trigger operation for the marked prompt information and obtain the player level of the first virtual object;

[0037] When the player level of the first virtual object meets the preset level conditions, response preparation information for the mark is displayed, and the response preparation information is played by voice in the virtual scene;

[0038] The response preparation information is used to indicate that the first virtual object is in a response preparation state for the tag.

[0039] In the above scheme, the state switching module is also used to obtain the player level of the first virtual object when a trigger operation for the marked prompt information is received;

[0040] When the player level of the first virtual object meets the preset level condition, the marker in the virtual scene is controlled to be locked. The locked state is used to invalidate the response when other virtual objects respond to the marker.

[0041] In the above scheme, the second display module is also used to display a field of view adjustment icon in the associated display area of ​​the marked prompt information;

[0042] When a field-of-view adjustment instruction triggered by the field-of-view adjustment icon is received, the content in the field of view of the first virtual object in the virtual scene is adjusted according to the field-of-view adjustment instruction.

[0043] In the above scheme, the second display module is further configured to display the field of view adjustment icon in at least one of the following ways in the associated display area of ​​the marked prompt information:

[0044] It has a target color corresponding to the target second virtual object and a shape for indicating the type of the target content.

[0045] In the above scheme, the second display module is further configured to obtain the drag distance of the field of view adjustment icon when a drag operation is received for the field of view adjustment icon;

[0046] When the dragging distance does not exceed the first distance threshold, the display state of the mark in the virtual scene is switched from the original state to the prompt state, and the mark in the prompt state is displayed in the virtual scene;

[0047] When the dragging distance exceeds the first distance threshold but does not exceed the second distance threshold, the field of view adjustment command is received; the first distance threshold is less than the second distance threshold.

[0048] In the above scheme, the first display module is further configured to display a crosshair for the target content in the virtual scene;

[0049] Correspondingly, the second display module is also used to adjust the content in the field of view of the first virtual object in the virtual scene according to the field of view distance when a field of view adjustment instruction triggered based on the field of view adjustment icon is received, so as to adjust the distance between the target content and the crosshair;

[0050] The distance between the target content and the crosshair is negatively correlated with the drag distance.

[0051] In the above scheme, the second display module is also used to display a field of view reset function when the drag operation is released during the process of adjusting the content in the field of view of the first virtual object;

[0052] In response to a trigger operation for the field of view reset function, the content in the field of view of the first virtual object is restored to the content in the initial field of view before adjustment.

[0053] In the above scheme, the first display module is also used to present an information prompt interface, and display response prompt information and corresponding operation function items in the information prompt interface;

[0054] The response prompt information is used to prompt a response to the target content corresponding to the mark, and the operation function items include a confirmation function item and a cancellation function item;

[0055] When a trigger operation is received for the confirmation function item, response confirmation preparation information for the target content is displayed.

[0056] In the above scheme, the first display module is also used to display the remaining display time of the information prompt interface;

[0057] When the remaining display time is lower than the time threshold or reaches zero, the information prompt interface is canceled, and the display status of the marker in the virtual scene is switched from the prompt status to the original status.

[0058] This application provides an electronic device, including:

[0059] Memory, used to store executable instructions;

[0060] The processor, when executing executable instructions stored in the memory, implements the marking processing method in the virtual scene provided in the embodiments of this application.

[0061] This application provides a computer-readable storage medium storing executable instructions for inducing a processor to execute and implement the marking processing method in the virtual scene provided in this application.

[0062] This application provides a computer program product, including a computer program or instructions, which, when executed by a processor, implement the marking processing method in a virtual scene provided in this application.

[0063] The embodiments of this application have the following beneficial effects:

[0064] By applying the embodiments of this application, when the target content in the virtual scene carries a marker, the corresponding marker prompt information is displayed, which can ensure the timeliness of receiving the marker prompt information; when a trigger operation for the marker prompt information is received, by controlling the display state of the marker in the virtual scene to switch from the original state to the prompt state, and displaying the marker in the prompt state in the virtual scene, the location of the target content can be quickly located, thereby reducing the cost of finding the marker, improving the efficiency of using the marker, and enhancing the human-computer interaction experience. Attached Figure Description

[0065] Figure 1 This is a schematic diagram of the architecture of the tagging processing system 100 in the virtual scene provided in the embodiments of this application;

[0066] Figure 2 This is a schematic diagram of the structure of an electronic device 500 that implements a marking processing method in a virtual scene, as provided in an embodiment of this application.

[0067] Figure 3 This is a flowchart illustrating the marking process in a virtual scene provided in an embodiment of this application;

[0068] Figure 4 This is a schematic diagram of the chat area display information provided in an embodiment of this application;

[0069] Figure 5 This is a schematic diagram of the text bottom frame display provided in an embodiment of this application;

[0070] Figure 6 This is a schematic diagram of the marker graphic style provided in the embodiments of this application;

[0071] Figure 7 This is a flowchart illustrating the display method of the marked prompt information provided in the embodiments of this application;

[0072] Figure 8 This is a schematic diagram illustrating the classification and display of the marking and prompting information provided in the embodiments of this application;

[0073] Figure 9 This is a schematic diagram of the operation prompt information interface provided in the embodiments of this application;

[0074] Figure 10 This is a schematic diagram of the marker state switching provided in an embodiment of this application;

[0075] Figure 11 This is a schematic diagram of the player level condition settings provided in the embodiments of this application;

[0076] Figure 12 This is a flowchart of a method for adjusting the content in the field of view of a virtual object, provided in an embodiment of this application.

[0077] Figure 13 This is a schematic diagram of a drag operation method for the field of view adjustment icon provided in an embodiment of this application;

[0078] Figure 14 This is a flowchart of a method for adjusting the content in the field of view of a virtual object in a virtual scene, provided in an embodiment of this application.

[0079] Figure 15 This is a schematic diagram of the field-of-view reset function provided in the embodiments of this application;

[0080] Figure 16 This is a schematic diagram of the information prompt interface provided in the embodiments of this application;

[0081] Figure 17 This is a schematic diagram of the marker response provided by the relevant technology;

[0082] Figure 18 This is a schematic diagram of the interactive area provided by the marker prompt information in the embodiments of this application;

[0083] Figure 19 This is a flowchart of a method for adjusting the style of marker prompt information in the chat area provided in an embodiment of this application;

[0084] Figure 20 This is a flowchart of the tagging response method provided in the embodiments of this application. Detailed Implementation

[0085] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0086] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0087] If the application documents contain similar descriptions such as "first / second", the following explanation shall be added: In the following description, the terms "first / second / third" are used only to distinguish similar objects and do not represent a specific order of objects. It is understood that "first / second / third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0088] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by one of ordinary skill in the art to which this application belongs. The terminology used herein is for the purpose of describing embodiments of this application only and is not intended to limit this application.

[0089] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0090] 1) Client: An application that runs on a terminal and provides various services, such as an instant messaging client or a video playback client.

[0091] 2) In response, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0092] 3) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a fully realistic recreation of the real world, a semi-realistic / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene; this application does not limit the dimension of the virtual scene. For example, a virtual scene may include the sky, land, ocean, etc., and the land may include environmental elements such as deserts and cities. Users can control virtual objects to perform activities in this virtual scene, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing at least one of these activities. The virtual scene can be displayed from a first-person perspective (e.g., the player plays a virtual object in the game from their own perspective); it can also be displayed from a third-person perspective (e.g., the player chases a virtual object in the game); or it can be displayed from a bird's-eye view; and the above perspectives can be switched arbitrarily.

[0093] Taking a first-person perspective virtual scene as an example, the virtual scene displayed in the human-computer interaction interface can include: determining the field of view area of ​​the virtual object based on its viewing position and field of view angle within the complete virtual scene, and presenting a portion of the virtual scene located within that field of view area. In other words, the displayed virtual scene can be a portion of the virtual scene relative to the panoramic virtual scene. Because the first-person perspective is the most impactful viewing angle for users, this allows for an immersive experience during operation. Taking a bird's-eye view virtual scene as another example, the interface of the virtual scene presented in the human-computer interaction interface can include: responding to zoom operations on the panoramic virtual scene, presenting a portion of the virtual scene corresponding to the zoom operation in the human-computer interaction interface. In other words, the displayed virtual scene can be a portion of the virtual scene relative to the panoramic virtual scene. This improves user operability during operation, thereby increasing the efficiency of human-computer interaction.

[0094] 4) Virtual objects: These are interactive representations of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, stones, etc., displayed in the virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.

[0095] Optionally, the virtual object can be a user character controlled through client-side operations, an artificial intelligence (AI) trained and set up for virtual scene battles, or a non-user character (NPC) set up for interaction in the virtual scene. Optionally, the virtual object can be a virtual character engaging in adversarial interaction in the virtual scene. Optionally, the number of virtual objects participating in the interaction in the virtual scene can be preset or dynamically determined based on the number of clients joining the interaction.

[0096] Taking shooting games as an example, users can control virtual objects to freely fall, glide, or deploy parachutes in the sky of the virtual scene, run, jump, crawl, and bend forward on land, and swim, float, or dive in the ocean. Users can also control virtual objects to move within the virtual scene using vehicles, such as virtual cars, virtual aircraft, or virtual yachts. Furthermore, users can control virtual objects to interact with other virtual objects using attack-type virtual items, such as virtual armor, virtual tanks, or virtual fighter jets. These examples are merely illustrations and do not constitute a specific limitation in this application.

[0097] 5) Scene data represents the various characteristics exhibited by objects in a virtual scene during interaction. For example, it can include the position of an object in the virtual scene. Of course, different types of characteristics can be included depending on the type of virtual scene; for example, in a game's virtual scene, scene data can include the waiting time required for various functions configured in the virtual scene (depending on the number of times the same function can be used within a specific time), and it can also represent the attribute values ​​of various states of game characters, such as health points (also known as red points), mana points (also known as blue points), status values, and health points.

[0098] Based on the above explanation of the nouns and terms used in the embodiments of this application, the following describes the tagging processing system in the virtual scene provided in the embodiments of this application. See also Figure 1 , Figure 1 This is a schematic diagram of the architecture of the tagging processing system 100 in the virtual scene provided in the embodiments of this application. In order to support an exemplary application, the terminal (terminal 400-1 and terminal 400-2 are shown as examples) connects to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two, and uses wireless or wired links to realize data transmission.

[0099] The terminal (such as terminal 400-1 and terminal 400-2) is used to send a request to the server 200 to obtain the scene data of the virtual scene based on the trigger operation of entering the virtual scene received by the view interface.

[0100] Server 200 is used to receive a request for scene data acquisition and, in response to the request, return the scene data of the virtual scene to the terminal.

[0101] Terminals (such as terminals 400-1 and 400-2) are used to receive scene data of the virtual scene, render the screen of the virtual scene based on the obtained scene data, and present the interface of the virtual scene in a graphical interface (graphical interfaces 410-1 and 410-2 are shown as examples). The content presented in the interface of the virtual scene is rendered based on the returned scene data of the virtual scene.

[0102] In practical applications, server 200 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. Terminals (such as terminals 400-1 and 400-2) can be smartphones, tablets, laptops, desktop computers, smart speakers, smart TVs, smartwatches, etc., but are not limited to these. Terminals (such as terminals 400-1 and 400-2) and server 200 can be directly or indirectly connected via wired or wireless communication, which is not limited herein.

[0103] In practical applications, the terminals (including Terminal 400-1 and Terminal 400-2) have applications that support virtual scenes installed and running. These applications can be any of the following: first-person shooter (FPS) games, third-person shooter games, multiplayer online battle arena (MOBA) games, two-dimensional (2D) games, three-dimensional (3D) games, virtual reality applications, 3D mapping programs, or multiplayer shooting survival games. The application can also be a standalone application, such as a standalone 3D game program.

[0104] Taking a video game scenario as an example, a user can perform operations on the terminal in advance. After detecting the user's operation, the terminal can download the video game's configuration file. This configuration file can include the video game's application, interface display data, or virtual scene data, so that when the user logs into the video game on the terminal, the configuration file can be invoked to render and display the video game interface. The user can also perform touch operations on the terminal. After detecting the touch operation, the terminal can determine the corresponding game data and render and display that game data. This game data can include virtual scene data and behavioral data of virtual objects within the virtual scene.

[0105] In practical applications, the terminals (including terminals 400-1 and 400-2) receive a trigger operation to enter the virtual scene based on the view interface, and send a request to the server 200 to obtain the scene data of the virtual scene; the server 200 receives the request to obtain the scene data, responds to the request, and returns the scene data of the virtual scene to the terminal; the terminal receives the scene data of the virtual scene, renders the screen of the virtual scene based on the scene data, and at the same time, presents a chat area in the interface of the virtual scene for virtual objects to chat;

[0106] In an exemplary scenario, a virtual object controlled by terminal 400-1 (the first virtual object) and a virtual object controlled by other terminals 400-2 (the second virtual object) are in the same virtual scene. At this time, the first virtual object can interact with the second virtual object in the virtual scene.

[0107] In an exemplary scenario, when terminal 400-1 controls the first virtual object, a virtual scene of the first virtual object is displayed on the terminal, and a chat area is displayed in the virtual scene. The chat area is used for the first virtual object to chat with at least one second virtual object. When the target second virtual object performs a marking operation on target content in the virtual scene, a marking prompt message is displayed in the chat area when the target content carries a mark. The marking prompt message is used to prompt the target second virtual object to perform a marking operation on the target content. When a trigger operation for the marking prompt message is received, the display state of the mark in the virtual scene is switched from the original state to the prompt state, and the mark in the prompt state is displayed in the virtual scene. The mark in the prompt state can be used to indicate the position of the target content in the current virtual scene.

[0108] In actual implementation, server 200 calculates scene data in the virtual scene and sends it to the terminal. The terminal relies on graphics computing hardware to load, parse, and render the calculated display data, and relies on graphics output hardware to output the virtual scene to form visual perception. For example, two-dimensional video frames can be displayed on the screen of a smartphone, or video frames that achieve a three-dimensional display effect can be projected onto the lenses of augmented reality / virtual reality glasses. As for the perception of the form of the virtual scene, it can be understood that it can be achieved with the help of the corresponding hardware output of the terminal, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.

[0109] The terminal runs a client (such as a web-based game application) and interacts with other users through a connection to server 200. The terminal outputs a virtual scene, which may include a first virtual object. This first virtual object is a game character controlled by the user. In other words, the first virtual object is controlled by the real user and will move in the virtual scene in response to the real user's operation on the controller (including touch screen, voice switch, keyboard, mouse, and joystick). For example, when the real user moves the joystick to the left, the first virtual object will move to the left in the virtual scene. It can also stay still, jump, and use various functions (such as skills and items).

[0110] For example, when a user receives a trigger operation for a marker prompt message through a client running on terminal 400-1, the display state of the marker in the virtual scene is switched from the original state to the prompt state, and the marker in the prompt state is displayed in the virtual scene. The marker in the virtual scene may be a target second virtual object (game character) controlled by the user of another terminal (such as terminal 400-2). The target second virtual object has performed a marking operation on the target content in the same virtual scene, so that the target content carries the corresponding marker.

[0111] The embodiments of this application can also be implemented with the help of cloud technology, which refers to a hosting technology that unifies a series of resources such as hardware, software, and networks within a wide area network or local area network to realize the calculation, storage, processing, and sharing of data.

[0112] Cloud technology is a general term encompassing network technology, information technology, integration technology, management platform technology, and application technology based on the cloud computing business model. It can form resource pools, allowing for on-demand, flexible, and convenient use. Cloud computing technology will become a crucial support. The backend services of cloud computing systems require substantial computing and storage resources.

[0113] See Figure 2 , Figure 2This is a schematic diagram of the structure of an electronic device 500 that implements a tagging method in a virtual scene, as provided in an embodiment of this application. In practical applications, the electronic device 500 can be... Figure 1 The server or terminal shown is exemplified by electronic device 500. Figure 1 Taking the terminal shown as an example, an electronic device implementing the tagging method in a virtual scene according to an embodiment of this application will be described. The electronic device 500 provided in this embodiment includes: at least one processor 510, a memory 550, at least one network interface 520, and a user interface 530. The various components in the electronic device 500 are coupled together through a bus system 540. It is understood that the bus system 540 is used to realize the connection and communication between these components. In addition to a data bus, the bus system 540 also includes a power bus, a control bus, and a status signal bus. However, for clarity, in... Figure 2 The general labeled all buses as Bus System 540.

[0114] The processor 510 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0115] User interface 530 includes one or more output devices 531 that enable the presentation of media content, including one or more speakers and / or one or more visual displays. User interface 530 also includes one or more input devices 532, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0116] The memory 550 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 550 may optionally include one or more storage devices physically located away from the processor 510.

[0117] The memory 550 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 550 described in this application embodiment is intended to include any suitable type of memory.

[0118] In some embodiments, memory 550 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0119] Operating system 551 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;

[0120] The network communication module 552 is used to reach other computing devices via one or more (wired or wireless) network interfaces 520, exemplary network interfaces 520 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.

[0121] Presentation module 553 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 531 (e.g., a display screen, a speaker, etc.) associated with user interface 530;

[0122] The input processing module 554 is used to detect and translate one or more user inputs or interactions from one or more input devices 532.

[0123] In some embodiments, the tagging processing device in the virtual scene provided in this application can be implemented in software. Figure 2 A marking processing device 555 for a virtual scene stored in memory 550 is shown. It can be software in the form of programs and plug-ins, including the following software modules: a first display module 5551, a second display module 5552, and a state switching module 5553. These modules are logical and can therefore be arbitrarily combined or further divided according to the functions they implement. The functions of each module will be described below.

[0124] In other embodiments, the tagging processing device in the virtual scene provided in this application can be implemented in a combination of hardware and software. As an example, the tagging processing device in the virtual scene provided in this application can be a processor in the form of a hardware decoding processor, which is programmed to execute the tagging processing method in the virtual scene provided in this application. For example, the processor in the form of a hardware decoding processor can be one or more application-specific integrated circuits (ASICs), DSPs, programmable logic devices (PLDs), complex programmable logic devices (CPLDs), field-programmable gate arrays (FPGAs), or other electronic components.

[0125] Based on the above description of the marking processing system and electronic device in the virtual scene provided in the embodiments of this application, the marking processing method in the virtual scene provided in the embodiments of this application will be described below.

[0126] In some embodiments, the tagging method in the virtual scene provided in this application can be implemented by a server or a terminal alone, or by a server and a terminal working together. In some embodiments, the terminal or server can implement the tagging method in the virtual scene provided in this application by running a computer program. For example, the computer program can be a native program or software module in an operating system; it can be a native application (APP), that is, a program that needs to be installed in the operating system to run, such as a client that supports virtual scenes, such as a game APP; it can also be a mini-program, that is, a program that only needs to be downloaded to a browser environment to run; or it can be a mini-program that can be embedded in any APP. In short, the above-mentioned computer program can be any form of application, module or plugin.

[0127] The following uses a terminal implementation as an example to illustrate the tagging method in the virtual scene provided in this application. See also: Figure 3 , Figure 3 This is a flowchart illustrating a marking method in a virtual scene provided in an embodiment of this application. The marking method in a virtual scene provided in an embodiment of this application includes:

[0128] In step 101, the terminal displays the interface of the virtual scene of the first virtual object, and the virtual scene includes at least one second virtual object.

[0129] In practical applications, the terminal has an application (application client) installed that supports virtual scenes. This application can be any of the following: a first-person shooter game, a third-person shooter game, a multiplayer online tactical battle royale game, a virtual reality application, a 3D map application, or a multiplayer shooting survival game. Users can use the terminal to manipulate virtual objects located in the virtual scene, including but not limited to: adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, and throwing at least one of these actions. For illustrative purposes, the virtual object is a virtual character, such as an anime character.

[0130] When a user opens an application on a terminal and the terminal runs the application, the terminal displays a virtual scene. The virtual scene is viewed from either a first-person perspective or a third-person perspective. The virtual scene may include a second virtual object and a chat area for the first virtual object to chat with at least one second virtual object.

[0131] In step 102, when at least one second virtual object performs a marking operation on the target content in the virtual scene, causing the target content to carry a mark, a marking prompt message is displayed.

[0132] The marked prompt information is used to indicate to the target second virtual object that a marking operation has been performed on the target content.

[0133] In practical implementation, within the current virtual scene, users controlling other virtual objects (second virtual objects) can perform marking operations on target content in the virtual scene through their respective terminals. This causes the target content to carry a mark. The virtual scene server receives and parses the marking operation information, generating corresponding marking prompts. These prompts notify the second virtual object that a marking operation has been performed on the target content. The marking prompts are then distributed to the virtual objects' virtual scene interfaces. In practical applications, a chat area can be displayed in a suitable location within the virtual scene interface. This chat area should not obscure other functional items on the interface. It can be collapsed when there is no new chat information and automatically displayed when new chat information is available. The marking prompts can then be displayed within the chat areas of the interface, including the chat area of ​​the first virtual object's virtual scene interface, and the corresponding marking prompts will be displayed within these chat areas.

[0134] The display method of the marked prompt information is described below. In some embodiments, the terminal can display the marked prompt information in the following way: the terminal displays the marked prompt information in the chat area using the target display style; wherein, when the chat area also displays the chat information between the first virtual object and the second virtual object, the display style of the chat information is different from the target display style.

[0135] In actual implementation, chat information and marker prompts can be displayed in the chat area of ​​the virtual scene interface of the first virtual object. In order to clearly distinguish between chat information and marker prompts, different display styles can be used to render and display the two types of information, that is, to ensure that the display style of chat information and the display sample of marker prompts are different.

[0136] For example, see Figure 4 , Figure 4 This is a schematic diagram of the chat area display information provided in the embodiment of this application. In the diagram, number 1 is the marked prompt information and number 2 is the ordinary chat information. The two types of information are distinguished by different display styles.

[0137] Regarding the target display style, in some embodiments, the terminal can display the marked prompt information using the following target display style: In the chat area, the terminal displays the marked prompt information using the target color corresponding to the target second virtual object; wherein, the target color is used to identify the target second virtual object, and different virtual objects correspond to different colors. The marked prompt information is displayed within the text bottom box.

[0138] In practical implementation, different identifier colors can be set for different virtual objects to distinguish the marking prompts emitted by different virtual objects. The acquisition of the corresponding target color can be achieved as follows: In the virtual scene, each virtual object has a unique identifier. After obtaining the virtual object's identifier, the terminal can obtain the corresponding color based on that identifier. That is, when the terminal performs data parsing related to marking operations, there is a one-to-one correspondence of "virtual object -> identifier -> color". After determining the target color for each virtual object, different display styles can be set for the marking prompts corresponding to that virtual object. For example, the font color of the marking prompt can be set to the target color, the relevant area of ​​the marking prompt can be marked with the corresponding color, or the text border corresponding to the marking prompt can be filled with the corresponding target color. In other words, the text border displaying the marking prompt can change its style based on the color corresponding to the virtual object's identifier.

[0139] For example, see Figure 5 , Figure 5This is a schematic diagram of the text background frame display provided in the embodiments of this application. In the figure, the association diagram of "virtual object -> number -> color" shown by label 1 is as follows: for the virtual object "Xiao Wang" with virtual object number 1, the corresponding marking prompt information "Xiao Wang: Marked a location" is displayed using the text background frame of the color shown by label 2 in the figure; for the virtual object "Xiao Li" with virtual object number 2, the corresponding marking prompt information "Xiao Li: Marked a helmet" is displayed using the text background frame of the color shown by label 3 in the figure.

[0140] In some embodiments, the terminal may also display at least one of the following in the chat area: a marker graphic indicating the type of the target content, or an object identifier of the target second virtual object.

[0141] In practical implementation, to enhance the richness of the display styles for the marked prompts, the associated area of ​​the prompt can also display a marker graphic indicating the type of the target content indicated by the prompt, and the object identifier of the virtual object that performed the marking operation on the target content. The associated area of ​​the prompt can be a horizontally associated area, i.e., displayed in the format of "marker graphic | object identifier | marker prompt". It should be noted that the marker graphic corresponds to the type of the marked content. The types of content that can be marked in a virtual scene include at least ordinary content (such as location) and virtual matter (such as virtual props like "guns and bullets", and virtual vehicles like "ships and vehicles"). To distinguish different types, corresponding marker graphics can be set for each type of content. For example, ordinary content uses ordinary marker graphics (called ordinary marker graphics), and virtual matter uses marker graphics corresponding to the virtual matter (called matter marker graphics). The marker can also include the object identifier of the virtual object marking the target content (a corresponding number can be set for each virtual object as the object identifier).

[0142] For example, see Figure 6 , Figure 6 This is a schematic diagram of the marker graphic style provided in the embodiments of this application. The ordinary marker graphic is shown in the figure with number 1, and the substance marker graphic is shown in the figure with number 2. In the virtual scene, for content of the type of substance, the corresponding marker graphic can be set according to the specific entity style indicated by the substance. For example, if the substance is a "helmet" in the virtual props, it is set to the graphic of "helmet".

[0143] In some embodiments, the terminal may display a mark for target content in the virtual scene of a first virtual object in the following manner: when a target second virtual object in at least one second virtual object performs a mark operation on target content in the virtual scene, causing the target content to carry a mark, the mark in its original state is displayed in the virtual scene; wherein the mark has at least one of the following characteristics: having a target color corresponding to the target second virtual object, and having a shape for indicating the type of target content.

[0144] In actual implementation, when the target content carries a marker, if the target content is located in the virtual scene where the current camera view of the first virtual object is located (i.e., the target content is in the current virtual scene of the first virtual object), the marker in its original state can be displayed in the virtual scene. It should be noted that the marker in its original state has one of the following characteristics: it has a target color corresponding to the target second virtual object, or it has a shape used to indicate the type of the target content.

[0145] For example, see Figure 6 , Figure 6 In the diagram, number 3 indicates the marker in its original state, and this marker is a content type of ordinary location (i.e., ordinary content). Number 3-1 indicates an ordinary marker graphic (position point graphic), and number 3-2 indicates the target color (such as red, yellow, etc.) corresponding to the target second virtual object that is marked at this position.

[0146] In some embodiments, see Figure 7 , Figure 7 This is a flowchart illustrating the display method of marked prompt information provided in this application embodiment. The terminal can display marked prompt information through steps 201-202, combined with... Figure 7 The steps shown are explained.

[0147] Step 201: The terminal receives the input item demand information, wherein the item demand information is used to indicate that the first virtual object has a demand for the target type of item.

[0148] In actual implementation, during the continuous display of the virtual scene (i.e. during the game), the user controlling the first virtual object can send the demand information for the target type of item (i.e. the demand information for the target substance) to the terminal through the recording input function or text input function provided by the client.

[0149] For example, in a shooting game, when player A is chasing an enemy, he needs a vehicle called "motorcycle". In order to quickly obtain the vehicle "motorcycle" closest to the first virtual object controlled by player A, player A can use the voice input function provided by the terminal to input the item requirement information "I need a motorcycle". In other words, at this time, the first virtual object controlled by player A has a need for the vehicle "motorcycle".

[0150] Step 202: Display item demand information and display at least one target marker prompt message associated with the target type of item, wherein the marker corresponding to the target marker prompt message is in an unresponsive state.

[0151] In actual implementation, after receiving the item request information input by the user, the terminal first forwards the item request information to the server. After parsing the item request information, the server distributes the item request information to each terminal corresponding to the virtual scene. Each terminal displays the item information in the information display area (chat area) of its respective virtual scene interface. On the other hand, the server obtains the type of the requested target content, and then, based on the type, selects multiple tags that are in an unresponsive state (i.e., in a free state) from the existing content tags, and generates corresponding tag prompt information, which is sent to the terminal of the first virtual object. The terminal can then display the multiple tag prompt information returned by the server corresponding to the item request information in the chat area.

[0152] Continuing with the previous example, after a terminal receives the item request information "I need a motorcycle" sent by player A, the game server distributes the item request information to each terminal. Each terminal displays the item request information "I need a motorcycle" in the chat area, and also displays a received, unresponsive, and "motorcycle" related marker message in the chat area.

[0153] In some embodiments, the terminal may also display the marking prompt information in the following manner: when the target content in the virtual scene is in an unresponsive state and the duration of the unresponsive state reaches a duration threshold, the terminal periodically displays the marking prompt information.

[0154] In practice, due to the limited size of the virtual scene interface, the corresponding area for displaying notification messages (chat area) is also limited. Typically, for the most recent notification message, it is displayed in the chat area. If, after a preset time, the notification message remains unresponsive, it will no longer be displayed in the visible area of ​​the chat area. However, to allow players to know the current status of unresponsive notification messages in real time, the terminal can periodically display unresponsive notification messages within the chat area. It should be noted that the cycle display period can be set through the virtual scene's settings interface.

[0155] For example, the cycle display period is set to 10 seconds. Every 10 seconds, a notification message indicating that the message is in an unresponsive state is displayed in the chat area in order of the most recent and oldest time.

[0156] In some embodiments, the terminal may also display the marker prompt information in the following manner: the terminal displays at least two category labels corresponding to the marker prompt information in the virtual scene interface; in response to a trigger operation on the target category label among the at least two category labels, the terminal displays the target marker prompt information, wherein the type of the target content corresponding to the target marker prompt information is the same as the type indicated by the target category label.

[0157] In practice, in order to categorize and display the tag prompts to improve the retrieval efficiency of the tag prompts, the terminal can display multiple category tags corresponding to the tag prompts in the virtual scene interface. At the same time, it can also display the number of tags of the corresponding category that are in an unresponsive state after each category tag.

[0158] For example, see Figure 8 , Figure 8 This is a schematic diagram illustrating the categorized display of the marked prompt information provided in an embodiment of this application. In the diagram, multiple category labels are displayed in a tabbed interface style. The three category labels corresponding to the marked prompt information shown in number 1 are: number 1-1 represents the "Location" category label, number 1-2 represents the "Vehicle" category label, and number 1-3 represents the "Item" category label. It should be noted that the "Information" tab is used to indicate the chat area. The numbers following each category label are used to represent the number of corresponding category labels that are in an unresponsive state. For example, "Location 5" could indicate that there are 5 target contents in an unresponsive state.

[0159] In step 103, when a trigger operation for the marker prompt information is received, the display state of the marker in the virtual scene is switched from the original state to the prompt state, and the marker in the prompt state is displayed in the virtual scene. The marker in the prompt state is used to indicate the location of the target content in the virtual scene.

[0160] In actual implementation, when the terminal receives a trigger operation for the target marker prompt information, it can control the display state of the marker in the virtual scene to switch to the prompt state, thus highlighting the position of the target content corresponding to the marker in the virtual scene.

[0161] In some embodiments, after the terminal displays the marker prompt information in the chat area, before receiving a trigger operation for the marker prompt information, the terminal may also display operation prompt information in the following manner: the terminal displays operation prompt information in the interface of the virtual scene; wherein, the operation prompt information is used to prompt the execution of a trigger operation for the marker prompt information, so as to control the display state of the marker to switch from the original state to the prompt state.

[0162] In practice, to inform users how to mark the prompts, action prompts can be displayed in the vicinity of the chat area, prompting users to perform corresponding actions in response to the marked prompts. The display of these action prompts can be enabled or disabled by the user.

[0163] In some embodiments, the terminal may display operation prompts in the following manner: the terminal displays a floating layer and displays a gesture animation in the floating layer to indicate that the trigger operation is to be performed in response to the marked prompts.

[0164] In actual implementation, the terminal can display a floating layer with a certain degree of transparency in the associated area of ​​the chat area. The floating layer displays a gesture animation for performing the trigger operation, as well as a close control such as "I understand" to close the floating layer.

[0165] For example, see Figure 9 , Figure 9 This is a schematic diagram of the operation prompt information interface provided in the embodiment of this application. In the figure, number 1 shows a floating layer with a certain transparency, number 2 shows a gesture animation for performing the trigger operation, and number 3 shows the "I understand" function item, which is a close control for closing the floating layer.

[0166] In some embodiments, the terminal can display the state switching of the marker in the virtual scene in the following manner: when a trigger operation for the marker prompt information is received, the terminal switches the display style of the marker in the virtual scene from a first display style to a second display style; wherein, the first display style is used to indicate that the marker is in the original state, and the second display style is used to indicate that the marker is in the prompt state.

[0167] In practice, the state transition of a marker can be represented by changes in the visual style of the marker in the virtual scene.

[0168] For example, see Figure 10 , Figure 10 This is a schematic diagram of the marker state switching provided in an embodiment of this application. Reference numeral 1 shows the marker in its original state, displayed using a first display style. The content type corresponding to this marker is ordinary content (ordinary location point). The target color corresponds to the player "Xiao Wang" of the other virtual object (second virtual object) that performs the marking operation on this marker. Reference numeral 2 shows the marker in a prompt state, displayed using a second display style. In this case, the marker shown in reference numeral 1 has an added magnified flashing effect.

[0169] In some embodiments, the terminal may display response preparation information for a marker in the following manner: the terminal receives a trigger operation for a marker prompt and obtains the player level of the first virtual object; when the player level of the first virtual object meets a preset level condition, the response preparation information for the marker is displayed in the chat area, and the response preparation information is played by voice in the virtual scene. The response preparation information indicates that the first virtual object is in a response preparation state for the marker.

[0170] In practice, when the terminal receives a trigger operation for the marker prompt information, to simplify the control of the first virtual object player, it can directly combine the relationship between the current player's level and preset level conditions to control whether the first virtual object enters the response preparation state for the marker. The level conditions include one of the following: the player's level reaches a level threshold, or the player's level is higher than the player level of the second virtual object performing the marker operation on the target content. It should be noted that whether to control the first virtual object to enter the response preparation state for the marker based on the player's level can be enabled through the relevant settings interface. When the terminal determines that the player level of the first virtual object meets the preset level conditions, it can display the response preparation information for the marker in the chat area and play the response preparation information aloud in the virtual scene. When the entire virtual scene is silent (mute), the voice playback function is automatically turned off.

[0171] For example, see Figure 11 , Figure 11This is a schematic diagram of player level condition settings provided in this application embodiment. In the diagram, number 1 shows the setting function item. Clicking the setting function item in the virtual scene presents the setting interface. The setting interface displays an enable function item that responds to content based on the player's level. After enabling this function item, after receiving a selection function for either option 1 "Player level reaches level 4" or option 2 "Player level is higher than the player level that performed the marking operation" (selection 2 is selected in the diagram), the interface of the virtual scene is returned. At this time, the current player A's player level is 5, which is higher than the player level that performed the marking operation on the mark D shown in number 2 (player B's level is 4). When the terminal receives the trigger operation (click operation) of player A for the mark prompt information shown in number 3, it can directly display "Player A: I want mark D" in the chat area.

[0172] In some embodiments, the terminal can also control the marker in the virtual scene to be in a locked state in the following way: when a trigger operation for the marker prompt information is received, the terminal obtains the player level of the first virtual object; when the player level of the first virtual object meets the preset level conditions, the terminal controls the marker in the virtual scene to be in a locked state, wherein the locked state is used to make the response invalid when other virtual objects respond to the marker.

[0173] In practice, the terminal can also lock the marker in the virtual scene based on the player level of the first virtual object. This way, when other virtual objects respond to the marker again, the response becomes invalid. Correspondingly, the display style of the marker can also be controlled to indicate that it is locked, such as adding a "lock" graphic to the current marker to indicate that it is locked.

[0174] In some embodiments, see Figure 12 , Figure 12 This is a flowchart of a method for adjusting the content in the field of view of a virtual object according to an embodiment of this application, combined with... Figure 12 The steps shown are explained.

[0175] Step 301: The terminal displays a field of view adjustment icon in the associated display area of ​​the marked prompt information.

[0176] In practice, to facilitate players in adjusting the content in the field of view of the virtual object they control (i.e., adjusting the lens orientation of the device shooting the virtual scene) so that the target marker corresponding to the marker prompt information can be displayed in the interface of the virtual scene in the current camera, the terminal can display a field of view adjustment icon in the chat area and the associated display area of ​​the current marker prompt information.

[0177] In some embodiments, the terminal may display the field of view adjustment icon in the associated display area of ​​the marked prompt information, using at least one of the following methods: having a target color corresponding to the target second virtual object, and having a shape for indicating the type of target content.

[0178] In practice, to make it easier for players to clearly associate the field of view adjustment icons with the markers in the virtual scene and the marker prompts in the chat area, the field of view adjustment icons can be displayed in a style determined by the target color corresponding to the target second virtual object, or the shape corresponding to the type of target content can be used as the field of view adjustment icon, or a combination of both can be used. In addition, the field of view adjustment icons displayed in the chat area can adopt the same display style as the markers in the virtual scene.

[0179] For example, see Figure 6 , Figure 6 Once the graphic shown in number 1 or number 2, which corresponds to the type of target content, is bound to the corresponding trigger event (such as a click event, drag event, etc.), it can be used as a field-of-view adjustment icon.

[0180] Step 302: When a field of view adjustment instruction triggered by the field of view adjustment icon is received, the content in the field of view of the first virtual object in the virtual scene is adjusted according to the field of view adjustment instruction.

[0181] In practice, when the player controlling the first virtual object performs a corresponding trigger operation on the field-of-view adjustment icon, a corresponding field-of-view adjustment command can be triggered. That is, the field-of-view adjustment icon has a corresponding bound event and can receive the corresponding trigger operation, thereby triggering the field-of-view adjustment command. When the terminal receives the camera adjustment command triggered based on the field-of-view adjustment icon, it can adjust the content in the field of view of the first virtual object in the virtual scene. The trigger operation for the field-of-view adjustment icon can be a drag operation, a press operation, etc.

[0182] In some embodiments, see Figure 13 , Figure 13 This is a schematic diagram of a drag operation method for the field of view adjustment icon provided in an embodiment of this application, based on... Figure 12 After step 302, the following can also be executed:

[0183] Step 401: When a drag operation is received for the field of view adjustment icon, the terminal obtains the drag distance for the field of view adjustment icon.

[0184] In practice, the content in the field of view of the first virtual object in the virtual scene can be adjusted based on dragging the field of view adjustment icon. The terminal obtains the dragging distance in real time during the dragging operation and determines the adjustment method for the content in the field of view of the first virtual object based on the relationship between the dragging distance and a preset distance threshold.

[0185] Step 402: When the dragging distance does not exceed the first distance threshold, switch the display state of the marker in the virtual scene from the original state to the prompt state, and display the marker in the prompt state in the virtual scene.

[0186] In practical implementation, to adjust the content (i.e., camera orientation) in the field of view of the first virtual object in different ways based on dragging operations, two distance thresholds can be preset: a first distance threshold and a second distance threshold. The first distance threshold is less than the second distance threshold, allowing for more adjustment conditions to correspond to different adjustment methods. When the real-time dragging distance is less than the first distance threshold, due to the small dragging distance, it may be caused by player finger tremors or accidental touches. Therefore, it can be considered that there are no conditions for adjusting the camera orientation. As a response to this dragging operation, the display state of the corresponding marker in the virtual scene can be switched from its original state to a prompt state; that is, the marker is displayed using a display style that indicates it is in a prompt state. See also... Figure 10 The display style shown.

[0187] Step 403: When the dragging distance exceeds the first distance threshold but does not exceed the second distance threshold, a field of view adjustment command is received, where the first distance threshold is less than the second distance threshold.

[0188] In practice, when the real-time dragging distance acquired by the terminal exceeds a first distance threshold, it can receive a corresponding field-of-view adjustment command and adjust the content (i.e., the camera orientation) of the virtual object in the virtual scene's field of view. Taking shooting games as an example, the crosshair can be used to represent the center of the camera in the current virtual scene. Adjusting the content (camera orientation) of the virtual object's field of view in the virtual scene can be seen as adjusting the distance between the crosshair and the target content.

[0189] For example, a first distance threshold can be set to 5px and a second distance threshold to 90px. When the dragging distance is between 0px and 5px, it is considered as the player's finger shaking and is still regarded as a click operation. When the dragging distance is between 6px and 90px, the terminal receives a field of view adjustment instruction and adjusts the content in the field of view of the virtual object in the virtual scene (i.e., the direction of the camera) based on the field of view adjustment instruction. When the dragging distance is greater than 90px, the content in the field of view (the direction of the camera) can be directly adjusted to move to the corresponding marker point position.

[0190] In some embodiments, when a crosshair is used to represent the camera in a virtual scene, the terminal can adjust the content in the field of view of the virtual object by displaying a crosshair for the target content in the virtual scene, and then executing... Figure 14 Steps 501-503 are shown. Figure 14 This is a flowchart of a method for adjusting the content in the field of view of a virtual object in a virtual scene, provided in an embodiment of this application.

[0191] Step 501: The terminal adjusts the content in the field of view of the virtual object in the virtual scene according to the drag distance, so as to adjust the distance between the target content and the crosshair. The distance between the target content and the crosshair is negatively correlated with the drag distance.

[0192] In practice, the terminal can adjust the content (camera orientation) in the field of view of the virtual object in the virtual scene during the drag operation based on the mapping relationship between the distance between the target content and the crosshair and the drag distance.

[0193] For example, taking a shooting game as an example, the position of the crosshair in the virtual scene is equal to the position of the center of the screen, which is denoted as X. The position of the marker in the virtual scene (when the marker display style occupies a large area, it refers to the position of the center point of the marker) is denoted as Y. The distance from X to Y is determined (the length of the line segment formed by the line connecting the two points is the distance between X and Y). The second distance threshold is set to 90 pixels (PX). The distance mapping relationship is set as follows: for every 1px increase in the drag distance of the camera adjustment icon, the distance between the target content and the crosshair decreases by (distance / 90).

[0194] Step 502: During the process of adjusting the content in the field of view of the first virtual object, when the drag operation is released, the field of view reset function item is displayed.

[0195] In actual implementation, during the drag operation of the field of view adjustment icon, the player can cancel at any time. When the drag operation of the field of view adjustment icon is released, the terminal receives an instruction that the cancellation condition has been met. At this time, the field of view reset function item can be displayed in the associated area of ​​the chat area, so that the player can cancel the adjustment of the content (camera orientation) in the field of view of the first virtual object based on the field of view reset function item, so that the content in the field of view of the first virtual object (i.e., the camera orientation) is restored to the content in the initial field of view before the adjustment (i.e., the initial position of the camera orientation).

[0196] Step 503: In response to the trigger operation for the field of view reset function item, restore the content in the field of view of the first virtual object to the content in the initial field of view before adjustment.

[0197] In actual implementation, after the terminal receives a trigger operation (click operation) for the camera reset function, it can directly restore the content in the virtual object's field of view (camera orientation) to the content in the initial field of view before adjustment (i.e., the initial position of the camera orientation). In addition, to prevent the trigger operation from being caused by player misoperation, a field of view reset confirmation prompt can be displayed before restoring the content in the virtual object's field of view (camera orientation) to the content in the initial field of view before adjustment, so that the player can confirm again whether the field of view reset operation is required.

[0198] For example, see Figure 15 , Figure 15 This is a schematic diagram of the field-of-view reset function provided in the embodiments of this application. Clicking on the field-of-view function will pop up a field-of-view reset prompt interface. The field-of-view reset confirmation prompt message shown by number 1 is "You have triggered a field-of-view reset command. Do you want to perform a field-of-view reset operation on the content in the field of view of the virtual objects in the current scene?". If the player confirms that they want to perform a field-of-view reset operation, they can click on the "Confirm" function shown in the figure. Otherwise, they can click on the "Cancel" function shown in the figure to cancel the field-of-view reset operation.

[0199] In some embodiments, after the display state of the marker in the virtual scene switches from the original state to the prompt state, the terminal can also display response preparation information for the target content in the following ways: the terminal presents an information prompt interface and displays response prompt information and corresponding operation function items in the information prompt interface; the response prompt information is used to prompt a response to the target content corresponding to the marker, and the operation function items include a confirmation function item and a cancellation function item; when a trigger operation for the confirmation function item is received, response confirmation preparation information for the target content is displayed in the chat area; when a trigger operation for the cancellation function item is received, the display state of the marker in the virtual scene is switched from the prompt state to the original state.

[0200] In practice, after receiving the latest marker notification message in the chat area, the terminal can display the marker in the virtual scene interface using a display style that indicates the marker is in a notification state. Alternatively, it can display a notification message interface in the virtual scene interface to promptly remind the player whether to respond to the marker corresponding to the current notification message. This effectively prevents players from ignoring the marker notification messages displayed in the chat area while focusing on the game, ensuring the timeliness of receiving the marker notification messages.

[0201] For example, see Figure 16 , Figure 16This is a schematic diagram of the information prompt interface provided in this application embodiment. In the diagram, number 1 shows the response prompt message "Teammate B has marked a vehicle T at location P, respond?", and number 2 shows the operation function items, including confirm and cancel. When the player clicks the "confirm" function item, the response preparation message "Player A: I want vehicle T" is displayed in the chat area. In practical applications, considering the player's urgency for the target content corresponding to the mark, when the player purchases the corresponding permissions (i.e., upgrades the player level by paying for permissions), after the player clicks the "confirm" control, the terminal can also directly adjust the content (camera orientation) in the field of view of the virtual object so that the center point of the crosshair coincides with the center point of the mark.

[0202] In some embodiments, the terminal can cancel the display of the information prompt interface by: displaying the remaining display time of the information prompt interface; when the remaining display time is lower than the time threshold or returns to zero, canceling the display of the information prompt interface and switching the display status of the marked area in the virtual scene from the prompt status to the original status.

[0203] In practice, the display of the information prompt interface can also be canceled by using the remaining display time (i.e., countdown). The display prompt interface will be canceled when the remaining display time reaches zero or falls below a certain threshold.

[0204] For example, see [link to previous article] Figure 16 The message "5 seconds until it disappears" shown in number 2 in the image refers to the remaining display time. When the remaining display time reaches 0, the message disappears.

[0205] In this application's embodiments, when target content in a virtual scene carries a marker, corresponding marker prompts are displayed in the chat area. The marker prompts and chat messages are distinguished by their display styles, ensuring timely reception of the marker prompts. Upon receiving a trigger operation for the marker prompts, the display state of the marker in the virtual scene is switched from its original state to a prompt state, and the marker in the prompt state is displayed in the virtual scene. This allows for quick location of the marker, reducing the cost of finding the marker, improving the efficiency of marker usage, and enhancing the human-computer interaction experience. Furthermore, responding to camera adjustment commands based on the field-of-view adjustment icon allows for faster, better, and more accurate responses to markers in the virtual scene, effectively solving the problem of power outages in team synchronization via markers. Simultaneously, the operation of the field-of-view adjustment icon is simple, ensuring users can master the function without learning, further enhancing the human-computer interaction experience.

[0206] The following will describe an exemplary application of the embodiments of this application in a real-world application scenario.

[0207] In shooting games, markers are a crucial means of synchronizing information within a team. Effective synchronization broadens players' field of vision, enhancing the team's overall strength. Utilizing markers is arguably an essential skill for novice players to master. However, in actual gameplay, the experience with markers is often less than ideal. For example, after player A marks a point, other players struggle to synchronize this information, leading to a lack of response and a disconnect in synchronization. This is because finding player A's marker is extremely difficult; the effort required to adjust the crosshair by swiping the screen is too high, significantly reducing the frequency of marker usage and effectively halting the flow of information in the second step.

[0208] In related technologies, see Figure 17 , Figure 17 This is a diagram illustrating the marker response provided by the relevant technology. In the game, when a player's crosshair is aligned with a teammate's marker, the marker's function and visual appearance change. Functionally, clicking the marker responds to it, and the system automatically sends "Understood" to the player in the team chat. Visually, the button is highlighted with the text "Response." However, this method often has the following problems: In the game, the marker styles initiated by players are all the same, making it impossible to match them one-to-one. Often, players can see a teammate has marked a location through the team chat but don't know which specific location in the game scene (virtual scene) it is. Furthermore, if a player needs to find a marker, they can only manually move the camera by swiping the screen to find the corresponding marker, then continue swiping the camera to align the crosshair with the marker, making the operation very cumbersome.

[0209] Based on this, this application provides a method for handling markers in a virtual scene, namely, the function of quickly responding to corresponding markers on the main interface of the virtual scene. This method distinguishes marker information (i.e., the marker hint information mentioned earlier) from other information (such as chat messages) in the team chat list (i.e., the chat area mentioned earlier), and adds click and drag events (players perform swiping operations on the marker information) to the marker information. This allows players to respond to marker information more conveniently and quickly, thus greatly reducing the cost for players to respond to markers and improving the efficiency of effective communication within the team.

[0210] First, from the product perspective, the marking processing method in the virtual scene provided in this application embodiment is explained. To achieve the function of "quickly responding to corresponding marker points," a bottom frame and marker icons are added to the marker point information (i.e., the marker prompt information mentioned above) in the team communication list (chat area) presented on the game's main interface; drag and click gesture interaction functions are added to the list; and a prompt status is added to the scene marker points (i.e., the markers in the virtual scene mentioned above). In other words, information transmission (i.e., quick response to marker points) is achieved by adding three interface visual effects and two gesture functions. The specific implementation process is as follows:

[0211] First, when other players mark objects or locations in the game scene, making those objects or locations marked, the team communication list displays a marking prompt message, and to the left of the marking prompt message is a graphic indicating the specific marking type of the content corresponding to the marked point (see [link]). Figure 10 The graphic background and text are filled with colors corresponding to the player's ID, providing detailed informational markers. The correspondence between player IDs and their corresponding colors can be found in [link to documentation]. Figure 17 , Figure 17 This is a schematic diagram showing the correspondence between player numbers and corresponding colors provided in the embodiments of this application.

[0212] Secondly, when a player clicks on the hotspot corresponding to the marker's prompt (i.e., the area receiving the interaction), the visual style of the corresponding marker in the game scene changes to reflect that player's action, becoming the prompt state. See also... Figure 18 , Figure 18 This is a schematic diagram of the interactive area provided by the marker prompt information in the embodiments of this application.

[0213] Finally, when a player slides the icon on the left side of the team communication list (i.e., the camera adjustment icon mentioned earlier), the camera follows the slide until the key point is reached, at which point the camera moves to the corresponding marker and responds.

[0214] Next, from a technical implementation perspective, the specific implementation principle of the marking processing method in the virtual scene provided in the embodiments of this application will be explained.

[0215] First, the method for adjusting the style of the marked prompts in the chat area is explained. For actual implementation, please refer to... Figure 19 , Figure 19 This is a flowchart illustrating a method for adjusting the style of marked prompt information within a chat area, as provided in an embodiment of this application. Taking a shooting game as an example, combined with... Figure 19The following steps are explained: The game system executes step 1. When a player marks a point, that is, when another player marks a target in the game scene, the game system begins the judgment process: Step 2: Determine the type of the player's mark. If it is a normal mark, execute step 3: Display the normal mark icon in the game scene. If it is a resource mark, execute step 4: Determine the material type of the resource that the player marked. Execute step 5: Read and display the realistic icon corresponding to the material type. Continue to execute step 6: Determine the player's number. Execute step 6: Read the target color corresponding to the player's number and fill the text bottom frame of the mark prompt information with the target color. Execute step 7: Display the mark prompt information in the text bottom frame. Execute step 8: Display the mark prompt information in the team communication list. At this point, the adjustment operation for the display style of the mark prompt information is completed.

[0216] Secondly, the process of responding to the marker is explained. See [link / reference] Figure 20 , Figure 20 This is a flowchart of the marking response method provided in this application embodiment. The terminal of the game system executes step 1, receiving an interactive operation from the player in response to the marking prompt information; then, it executes step 2, determining whether the player is within the hot zone of the marking prompt information (e.g., ...). Figure 18 If the finger is pressed, the process begins by executing step 3, which checks if the player is dragging horizontally to the right. If not, step 4 checks if the player lifts their finger. If not, this check continues in real-time until the finger is lifted. If lifted, step 5 is executed, and the marker style changes to a prompt state, meaning the markers in the game scene are displayed using the style indicating a prompt state, and the current process ends. If the player's finger moves horizontally to the right, step 6 is executed, checking the distance the finger has moved. If the distance is between 0px and 5px (inclusive), it's considered finger trembling, and a protection mechanism is activated, returning to step 2. If the distance is between 6px and 90px (inclusive), step 7 is executed as the finger moves to the right, and the camera moves to the corresponding position based on the mapping relationship. During this process, step 8 is executed, checking in real-time if the player lifts their finger. If lifted, the process ends. If the distance is greater than 90px, step 9 is executed, the camera moves to the corresponding marker and automatically responds to it, and the process ends.

[0217] In this embodiment, the marker style changes color according to the player's ID, allowing players to easily match markers with teammates. Simultaneously, the team communication list distinguishes between marker prompts and other information, highlighting the marker information. When a player clicks on a marker, an animation effect appears to prompt them; sliding the marker automatically moves the player's view to the corresponding marker's location, responding to the current marker. This highlights the markers while enabling players to respond faster, better, and more accurately, resolving the issue of communication breakdowns within the team and improving team communication and player performance. Furthermore, the new feature's interactive operation is very simple—a single click and drag—ensuring players can master the function without prior learning, significantly shortening the information flow and improving player efficiency.

[0218] It is understood that in the embodiments of this application, data such as user information are involved. When the embodiments of this application are applied to specific products or technologies, user permission or consent is required, and the collection, use and processing of related data must comply with the relevant laws, regulations and standards of the relevant countries and regions.

[0219] The following description continues to illustrate the exemplary structure of the marking processing device 555 in the virtual scene provided in the embodiments of this application as a software module. In some embodiments, such as Figure 2 As shown, the software modules in the tagging processing device 555 stored in the virtual scene of the memory 550 may include:

[0220] The first display module 5551 is used to display the virtual scene interface of the first virtual object, wherein the virtual scene includes at least one second virtual object;

[0221] The second display module 5552 is configured to display a marking prompt message when a target second virtual object in the at least one second virtual object performs a marking operation on target content in the virtual scene, causing the target content to carry a mark; wherein the marking prompt message is used to prompt the target second virtual object to perform a marking operation on the target content;

[0222] The state switching module 5553 is used to switch the display state of the mark in the virtual scene from the original state to the prompt state when a trigger operation for the mark prompt information is received, and to display the mark in the prompt state in the virtual scene; the mark in the prompt state is used to indicate the location of the target content in the virtual scene.

[0223] In some embodiments, the second display module is further configured to display a chat area in the interface of the virtual scene, the chat area being used for the first virtual object to chat with the at least one second virtual object; and to display the marked prompt information in the chat area using a target display style; wherein, when the chat area also displays chat information between the first virtual object and the second virtual object, the display style of the chat information is different from the target display style.

[0224] In some embodiments, the second display module is further configured to display the marker prompt information in the chat area using the target color corresponding to the target second virtual object; wherein different virtual objects correspond to different colors.

[0225] In some embodiments, the second display module is further configured to display at least one of the following in the chat area: a marker graphic indicating the type of the target content, and an object identifier of the target second virtual object.

[0226] In some embodiments, the marking processing device in the virtual scene further includes a third display module, which is configured to display the mark in the original state in the virtual scene when a target second virtual object in at least one of the at least one second virtual objects performs a marking operation on target content in the virtual scene, such that the target content carries a mark; wherein the mark has at least one of the following features: having a target color corresponding to the target second virtual object, and having a shape for indicating the type of the target content.

[0227] In some embodiments, the second display module is further configured to receive input item demand information, the item demand information indicating that the first virtual object has a demand for an item of the target type; display the item demand information and display at least one target marker prompt information associated with the item of the target type, wherein the marker corresponding to the target marker prompt information is in an unresponsive state.

[0228] In some embodiments, the second display module is further configured to periodically display the marked prompt information in the chat area when the target content in the virtual scene is in an unresponsive state and the duration of the unresponsive state reaches a duration threshold.

[0229] In some embodiments, the second display module is further configured to display operation prompt information in the interface of the virtual scene after displaying the marker prompt information; wherein the operation prompt information is configured to prompt for a trigger operation to be performed in response to the marker prompt information, so as to control the display state of the marker to switch from the original state to the prompt state.

[0230] In some embodiments, the second display module is further configured to display a floating layer and display a gesture animation in the floating layer for performing the trigger operation, the gesture animation being used to instruct the trigger operation to be performed in response to the marked prompt information.

[0231] In some embodiments, the second display module is further configured to display at least two category labels corresponding to the marker prompt information in the virtual scene interface; and to display target marker prompt information in response to a trigger operation on a target category label among the at least two category labels, wherein the type of the target content corresponding to the target marker prompt information is the same as the type indicated by the target category label.

[0232] In some embodiments, the state switching module is further configured to, upon receiving a trigger operation for the marker prompt information, switch the display style of the marker in the virtual scene from a first display style to a second display style; wherein the first display style is used to indicate that the marker is in the original state, and the second display style is used to indicate that the marker is in the prompt state.

[0233] In some embodiments, the second display module is further configured to receive a trigger operation for the marker prompt information, obtain the player level of the first virtual object; when the player level of the first virtual object meets a preset level condition, display response preparation information for the marker, and play the response preparation information by voice in the virtual scene; wherein, the response preparation information is used to indicate that the first virtual object is in a response preparation state for the marker.

[0234] In some embodiments, the state switching module is further configured to, upon receiving a trigger operation for the marker prompt information, obtain the player level of the first virtual object; and when the player level of the first virtual object meets a preset level condition, control the marker in the virtual scene to be in a locked state, wherein the locked state is used to invalidate the response when other virtual objects respond to the marker.

[0235] In some embodiments, the second display module is further configured to display a field-of-view adjustment icon in the associated display area of ​​the marked prompt information; and when a field-of-view adjustment instruction triggered based on the field-of-view adjustment icon is received, adjust the content in the field of view of the first virtual object in the virtual scene according to the field-of-view adjustment instruction.

[0236] In some embodiments, the second display module is further configured to display the field of view adjustment icon in the associated display area of ​​the marked prompt information in at least one of the following ways: having a target color corresponding to the target second virtual object, and having a shape for indicating the type of the target content.

[0237] In some embodiments, the second display module is further configured to: when receiving a drag operation on the field of view adjustment icon, obtain the drag distance of the field of view adjustment icon; when the drag distance does not exceed a first distance threshold, switch the display state of the marker in the virtual scene from the original state to a prompt state, and display the marker in the prompt state in the virtual scene; when the drag distance exceeds the first distance threshold but does not exceed a second distance threshold, receive the field of view adjustment instruction; the first distance threshold is less than the second distance threshold.

[0238] In some embodiments, the first display module is further configured to display a crosshair for the target content in the virtual scene; correspondingly, the second display module is further configured to adjust the content in the field of view of the first virtual object in the virtual scene according to the drag distance, so as to adjust the distance between the target content and the crosshair; wherein the distance between the target content and the crosshair is negatively correlated with the drag distance.

[0239] In some embodiments, the second display module is further configured to display a field-of-view reset function when the drag operation is released during the process of adjusting the content in the field of view of the first virtual object; and to restore the content in the field of view of the first virtual object to the content in the initial field of view before adjustment in response to a trigger operation on the field-of-view reset function.

[0240] In some embodiments, the first display module is further configured to present an information prompt interface and display response prompt information and corresponding operation function items in the information prompt interface; the response prompt information is used to prompt a response to the target content corresponding to the mark, and the operation function items include a confirmation function item and a cancellation function item; when a trigger operation is received for the confirmation function item, response confirmation preparation information for the target content is displayed.

[0241] In some embodiments, the first display module is further configured to display the remaining display time of the information prompt interface; when the remaining display time is lower than the time threshold or reaches zero, the display of the information prompt interface is canceled, and the display state of the marker in the virtual scene is switched from the prompt state to the original state.

[0242] 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 tagging processing method in the virtual scene described above in this application embodiment.

[0243] This application provides a computer-readable storage medium storing executable instructions. When these executable instructions are executed by a processor, they cause the processor to execute a marking processing method in a virtual scene provided in this application. For example... Figure 3 The method for handling tags in a virtual scene is shown.

[0244] In some embodiments, the computer-readable storage medium may be a memory such as FRAM, ROM, PROM, EPROM, EEPROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0245] In some embodiments, executable instructions may take the form of a program, software, software module, script, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as a standalone program or as a module, component, subroutine, or other unit suitable for use in a computing environment.

[0246] As an example, executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple collaborating files (e.g., a file that stores one or more modules, subroutines, or code sections).

[0247] As an example, executable instructions can be deployed to execute on a single computing device, or on multiple computing devices located in one location, or on multiple computing devices distributed across multiple locations and interconnected via a communication network.

[0248] In summary, the embodiments of this application can ensure the timeliness of receiving marker prompts, quickly locate the position of target content, thereby reducing the cost of searching for markers, improving the efficiency of using markers, and enhancing the human-computer interaction experience.

[0249] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. A method for processing markers in a virtual scene, characterized in that, The method includes: An interface that displays a virtual scene of a first virtual object, wherein the virtual scene includes at least one second virtual object; When the target second virtual object in at least one of the second virtual objects performs a marking operation on the target content in the virtual scene, causing the target content to carry a mark, a marking prompt message is displayed; The marking prompt information is used to prompt the target second virtual object that it has performed a marking operation on the target content; When a trigger operation is received for the marker prompt information, the display state of the marker in the virtual scene is switched from the original state to the prompt state, and the marker in the prompt state is displayed in the virtual scene; The marker in the prompt state is used to indicate the location of the target content in the virtual scene; A field-of-view adjustment icon is displayed in the associated display area of ​​the marked prompt information; In response to a drag operation on the field of view adjustment icon, when the drag distance on the field of view adjustment icon is greater than a second distance threshold, the content in the field of view of the first virtual object is moved to the position of the marker, and the marker prompt information is automatically responded to.

2. The method as described in claim 1, characterized in that, The method further includes: In the interface of the virtual scene, a chat area is displayed, which is used for the first virtual object to chat with the at least one second virtual object; The displayed marker prompt information includes: In the chat area, the marked prompt information is displayed using a target display style; Wherein, when the chat area also displays chat information between the first virtual object and the second virtual object, the display style of the chat information is different from the target display style.

3. The method as described in claim 2, characterized in that, The step of displaying the marked prompt information in the chat area using a target display style includes: In the chat area, the marked prompt information is displayed using the target color corresponding to the target second virtual object; Different virtual objects correspond to different colors.

4. The method as described in claim 2, characterized in that, The method further includes: Display at least one of the following in the chat area: A marker graphic used to indicate the type of the target content, and an object identifier for the target second virtual object.

5. The method as described in claim 1, characterized in that, The method further includes: When the target second virtual object in the at least one second virtual object performs a marking operation on the target content in the virtual scene, causing the target content to carry a mark, the mark in the original state is displayed in the virtual scene; The mark has at least one of the following features: a target color corresponding to the target second virtual object, and a shape for indicating the type of the target content.

6. The method as described in claim 1, characterized in that, The method further includes: Upon receiving input item demand information, the item demand information is used to indicate that the first virtual object has a demand for items of the target type; The item demand information is displayed, along with at least one target marker notification associated with the item of the target type, wherein the marker corresponding to the target marker notification is in an unresponsive state.

7. The method as described in claim 1, characterized in that, The method further includes: When the target content in the virtual scene is in an unresponsive state and the duration of the unresponsive state reaches a duration threshold, the marked prompt information is displayed periodically.

8. The method as described in claim 1, characterized in that, After displaying the displayed prompt information, the method further includes: Operation prompts are displayed in the interface of the virtual scene; The operation prompt information is used to prompt the execution of a trigger operation in response to the mark prompt information, so as to control the display state of the mark to switch from the original state to the prompt state.

9. The method as described in claim 8, characterized in that, The displayed operation prompt information includes: Display a floating layer and show a gesture animation in the floating layer that indicates the trigger operation to be performed in response to the marked prompt information.

10. The method as described in claim 1, characterized in that, The method further includes: In the virtual scene interface, at least two category labels corresponding to the marked prompt information are displayed; In response to a trigger operation targeting a target category label among the at least two category labels, a target marker hint message is displayed, wherein the type of the target content corresponding to the target marker hint message is the same as the type indicated by the target category label.

11. The method as described in claim 1, characterized in that, The step of switching the display state of the marker in the virtual scene from its original state to a prompt state upon receiving a trigger operation for the marker prompt information includes: When a trigger operation is received for the marker prompt information, the display style of the marker in the virtual scene is switched from the first display style to the second display style; The first display style is used to indicate that the mark is in the original state, and the second display style is used to indicate that the mark is in the prompt state.

12. The method as described in claim 1, characterized in that, The method further includes: Upon receiving a trigger operation for the marked prompt information, the player level of the first virtual object is obtained; When the player level of the first virtual object meets the preset level conditions, response preparation information for the mark is displayed, and the response preparation information is played by voice in the virtual scene; The response preparation information is used to indicate that the first virtual object is in a response preparation state for the tag.

13. The method as described in claim 1, characterized in that, The method further includes: Upon receiving a trigger operation for the marked prompt information, obtain the player level of the first virtual object; When the player level of the first virtual object meets the preset level condition, the marker in the virtual scene is locked.

14. The method as described in claim 1, characterized in that, The display of the field of view adjustment icon in the associated display area of ​​the marked prompt information includes: In the associated display area of ​​the marked prompt information, the field of view adjustment icon is displayed in at least one of the following ways: It has a target color corresponding to the target second virtual object and a shape for indicating the type of the target content.

15. The method as described in claim 1, characterized in that, The method further includes: When a drag operation is received for the field of view adjustment icon, the drag distance for the field of view adjustment icon is obtained; When the dragging distance does not exceed the first distance threshold, the display state of the mark in the virtual scene is switched from the original state to the prompt state, and the mark in the prompt state is displayed in the virtual scene; When the dragging distance exceeds a first distance threshold but does not exceed a second distance threshold, a field of view adjustment command is received; the first distance threshold is less than the second distance threshold.

16. The method as described in claim 15, characterized in that, The method further includes: A crosshair is displayed in the virtual scene targeting the target content; After obtaining the drag distance for the field-of-view adjustment icon, the method further includes: Based on the dragging distance, adjust the content in the field of view of the first virtual object in the virtual scene to adjust the distance between the target content and the crosshair; The distance between the target content and the crosshair is negatively correlated with the drag distance.

17. The method as described in claim 16, characterized in that, The method further includes: During the process of adjusting the content in the field of view of the first virtual object, when the drag operation is released, the field of view reset function item is displayed; In response to a trigger operation for the field of view reset function, the content in the field of view of the first virtual object is restored to the content in the initial field of view before adjustment.

18. The method as described in claim 1, characterized in that, After switching the display state of the marker in the virtual scene from its original state to a prompt state, the method further includes: An information prompt interface is presented, and response prompts and corresponding operation function items are displayed in the information prompt interface; The response prompt information is used to prompt a response to the target content corresponding to the mark, and the operation function items include a confirmation function item and a cancellation function item; When a trigger operation is received for the confirmation function item, response preparation information for the target content is displayed.

19. The method as described in claim 18, characterized in that, The method further includes: Display the remaining display time of the information prompt interface; When the remaining display time is lower than the time threshold or reaches zero, the information prompt interface is canceled, and the display status of the marker in the virtual scene is switched from the prompt status to the original status.

20. A marker processing device in a virtual scene, characterized in that, The device includes: The first display module is used to display the interface of the virtual scene of the first virtual object, wherein the virtual scene includes at least one second virtual object; The second display module is used to display a marking prompt message when the target second virtual object in the at least one second virtual object performs a marking operation on the target content in the virtual scene, causing the target content to carry a mark. The marking prompt information is used to prompt the target second virtual object that it has performed a marking operation on the target content; A state switching module is used to switch the display state of the marker in the virtual scene from its original state to a prompt state when a trigger operation for the marker prompt information is received, and to display the marker in the prompt state in the virtual scene; the marker in the prompt state is used to indicate the position of the target content in the virtual scene; a field of view adjustment icon is displayed in the associated display area of ​​the marker prompt information; in response to a drag operation of the field of view adjustment icon, when the drag distance of the field of view adjustment icon is greater than a second distance threshold, the content in the field of view of the first virtual object is moved to the position of the marker, and the marker prompt information is automatically responded to.

21. The apparatus according to claim 20, characterized in that, The second display module is further configured to display a chat area in the interface of the virtual scene, the chat area being used for the first virtual object to chat with the at least one second virtual object; the marked prompt information is displayed in the chat area using a target display style; wherein, when the chat area also displays chat information between the first virtual object and the second virtual object, the display style of the chat information is different from the target display style.

22. The apparatus according to claim 21, characterized in that, The second display module is further configured to display the marker prompt information in the chat area using the target color corresponding to the target second virtual object; wherein different virtual objects correspond to different colors.

23. An electronic device, characterized in that, The electronic device includes: Memory, used to store executable instructions; A processor, when executing executable instructions stored in the memory, implements the marking processing method in the virtual scene according to any one of claims 1 to 19.

24. A computer-readable storage medium storing executable instructions, characterized in that, When the executable instructions are executed by the processor, they implement the marking processing method in the virtual scene as described in any one of claims 1 to 19.

25. A computer program product comprising a computer program or instructions, characterized in that, When the computer program or instructions are executed by the processor, they implement the marking processing method in the virtual scene as described in any one of claims 1 to 19.