Light and shadow interaction quick building device and computer program product based on unity3d engine

By enabling rapid construction of interactive lighting devices based on the Unity3D engine, and providing a variety of modules and tools, this system solves the problem of developing interactive lighting systems for people without programming skills, and enables rapid construction and diverse display of interactive lighting applications.

CN118470180BActive Publication Date: 2026-07-10DAQING SITE MEDIA TECH CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
DAQING SITE MEDIA TECH CO LTD
Filing Date
2024-05-31
Publication Date
2026-07-10

AI Technical Summary

Technical Problem

In the current technology, there is a lack of tools and methods that enable people without programming skills to quickly develop light and shadow interaction systems. In particular, the process of developing light and shadow interaction systems on the Unity3D engine is complex, and existing tools such as PlayerMaker and Bolt still require programming skills.

Method used

It provides a quick setup tool for interactive lighting and shadows based on the Unity3D engine, including modules for importing materials, setting up scenes, generating objects, triggering clicks, editing animations, and controlling movement. These modules and tools enable the rapid setup of interactive lighting and shadow systems.

Benefits of technology

This allows even those without programming skills to quickly build interactive light and shadow systems, improving the speed and standardization of setup. It supports the import of various formats of light and shadow materials and scene management, enabling diverse display of interactive functions.

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Abstract

The Unity3d engine-based light and shadow interaction rapid building device and computer program product belong to the technical field of Unity3d engine, and particularly relate to development of a light and shadow interaction system. The device solves the problem that people without programming thinking are difficult to develop a light and shadow interaction system. The device comprises the following modules and tools: a click triggering tool for triggering light and shadow effects of objects in a scene according to given requirements; the light and shadow effects include animation effects and movement effects; an animation editing module for binding animation tools to objects in the scene; and a movement control module for displaying movement effects of the objects bound with the animation tools according to the movement modes. The Unity3d engine-based light and shadow interaction rapid building device and computer program product are suitable for people without programming thinking to develop a light and shadow interaction system.
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Description

Technical Field

[0001] This invention relates to the field of Unity3d engine technology, and more particularly to the development of a light and shadow interaction system. Background Technology

[0002] With the rapid development of digital technology, interactive light and shadow technology, with its unique interactivity and immersive experience, has been widely used in exhibitions, education and training, and commercial advertising. Currently, some interactive light and shadow systems exist on the market, but they still need improvement in terms of ease of use, development efficiency, and the diversity of effects.

[0003] Meanwhile, the Unity3D engine, with its powerful cross-platform support, efficient rendering capabilities, and rich plugin ecosystem, provides a solid foundation for the development of interactive lighting and shadow applications. Developing interactive lighting and shadow systems using the Unity3D engine has become a reality.

[0004] However, developing a lighting and shadow interaction system directly based on the Unity3D engine is quite complex. The development process encompasses multiple stages, including project planning, environment setup, asset creation, prefab creation, scene building, UI design, game logic programming, AI programming, physical animation implementation, testing and optimization, build and release, and feedback iteration. Game logic programming, in particular, demands a high level of technical expertise from developers, and this process is generally only suitable for professionals. In short, the existing workflow for developing lighting and shadow interaction systems based on the Unity3D engine is not suitable for those who have not systematically learned the Unity3D engine. Of course, there are visual programming tools available now, such as PlayerMaker and Bolt, but using these tools also requires a programming mindset.

[0005] However, the main users of interactive lighting systems are typically professionals in fields such as exhibitions, education and training, and commercial advertising. Most of them lack systematic training in the Unity3D engine and do not possess programming skills. Therefore, there is an urgent need for a technology that allows even those without programming experience to develop interactive lighting systems. Summary of the Invention

[0006] This invention proposes a rapid construction device and computer program product for light and shadow interaction based on the Unity3d engine, which solves the problem that people without programming skills find it difficult to develop light and shadow interaction systems in existing technologies.

[0007] The technical solution of the rapid construction device for light and shadow interaction based on the Unity3d engine described in this invention is as follows:

[0008] A rapid assembly device for interactive lighting and shadows based on the Unity3D engine, the device includes the following modules and tools:

[0009] The material import module is used to import lighting and shadow materials in various formats; these materials include textures, models, and audio.

[0010] The scene setup module is used to set up scenes in the Unity3d engine;

[0011] The scene management module is used to build and switch between different scenes in the Unity3d engine;

[0012] The object generation module is used to generate or delete objects in the scene based on the lighting and shadow materials and the set of objects to be generated;

[0013] The click trigger tool is used to trigger the lighting and shadow effects of objects in the scene according to given requirements; the lighting and shadow effects include animation effects and movement effects.

[0014] The animation editing module is used to bind animation tools to objects in the scene. The animation tools are used to display the animation effect of the object after the object with the bound animation tool is clicked and triggered by the tool. They are also used to set the movement mode of the object with the bound animation tool. The movement mode includes path mode and random movement mode.

[0015] The movement control module is used to display the movement effect of the object bound to the animation tool according to the movement mode.

[0016] Furthermore, in a preferred embodiment, the device further includes a scene screen tool;

[0017] The Scene Curtain tool is used to add a given number of curtains to a scene in the Unity3d engine, and also to bind the set of objects it affects to each curtain.

[0018] Furthermore, a preferred embodiment is provided, wherein the object generation module includes a range tool, a random generation tool, and a deletion tool;

[0019] The range tool is used to delineate a range area in a scene and set a standardized range mode for the delineated range area. The standardized range mode includes a region mode, a region size, and a region color.

[0020] The random generation tool is used to randomly generate objects to be generated based on the set of objects to be generated and the defined range area.

[0021] The deletion tool is used to delete objects in the scene.

[0022] Furthermore, a preferred embodiment is provided, wherein the click-triggered tool includes a ray emission unit and a ray setting unit;

[0023] The ray emission unit is used to emit mouse clicks or multi-point triggers received by TUIO in the form of rays in the engine; the ray in the engine is used to send trigger events, three-dimensional coordinates of the trigger position and ray ID to objects on the emission path;

[0024] The ray setting unit is used to set the ray ID and the ray rendering mode.

[0025] Furthermore, a preferred embodiment is provided in which the animation tool is a 3D animation tool or a 2D animation tool.

[0026] The animation tool includes a display process unit, a standby process unit, an interactive process unit, and a movement settings unit;

[0027] The display process unit is used to selectively start the display process of the animation tool after the object bound to the animation tool is clicked and triggered by the tool; it is also used to configure attributes for each display animation, including animation file, sound file, duration, and event set; the display process of the animation tool is executed in the order of the display animations.

[0028] The standby process unit is used to start the standby process of the animation tool when the display process has not started or ended, and the interactive process has not started either; the standby process of the animation tool is executed according to the playback order of the standby animation.

[0029] The interactive process unit is used to start the interactive process of the animation tool when the animation tool is triggered by clicking the trigger tool during the standby process of the animation tool; the interactive process of the animation tool is executed in the playback order of the triggered animations.

[0030] The movement setting unit is used to set the movement mode of the object bound to the animation tool, and also to bind the corresponding movement speed to the object bound to the animation tool in the display process, standby process and interaction process respectively.

[0031] Furthermore, a preferred embodiment is provided, wherein the movement control module includes a random movement tool, a path editing tool, and a path-based movement tool;

[0032] The random movement tool is used to obtain a defined area as the movement area and execute the random movement function when the movement mode is set to random movement mode.

[0033] The path editing tool is used to set the movement path when the movement mode is set to path mode;

[0034] The path-based movement tool is used to perform path-based movement functionality based on the set movement path when the movement mode is set to path mode.

[0035] Furthermore, in a preferred embodiment, the apparatus further includes a click-to-generate tool;

[0036] The click-to-generate tool is used to randomly generate objects based on the messages transmitted by the click-to-trigger tool.

[0037] Furthermore, in a preferred embodiment, the device further includes an effect enhancement plugin;

[0038] The aforementioned effects enhancement plugin is used to provide lighting simulation and environment rendering functions.

[0039] This invention also proposes a computer program product, the technical solution of which is as follows:

[0040] A computer program product includes: one or more processors and a memory, the memory being used to store one or more programs, wherein when the one or more programs are executed by the one or more processors, the one or more processors control the aforementioned rapid construction device for light and shadow interaction based on the Unity3d engine.

[0041] The present invention also proposes a computer storage medium, the technical solution of which is as follows:

[0042] A computer storage medium storing a computer program, wherein the computer program, when running, controls the device containing the computer-readable storage medium to control the aforementioned rapid construction device for light and shadow interaction based on the Unity3d engine.

[0043] The present invention has the following beneficial effects:

[0044] 1. The rapid construction device for light and shadow interaction based on the Unity3d engine described in this invention enables rapid use in different scenarios and rapid construction of interactive functions by developing a variety of general modules or tools; it allows even beginners, and artists who do not understand coding, to quickly build interactive processes according to project requirements, thus improving both construction speed and standardization.

[0045] 2. The rapid construction device for light and shadow interaction based on the Unity3d engine described in this invention supports the import of light and shadow materials in multiple formats, enabling developers to easily integrate various resources into light and shadow interaction applications.

[0046] 3. The rapid construction device for light and shadow interaction based on the Unity3d engine described in this invention can help developers quickly build and switch between different scenes through the scene management module, realizing diversified display of light and shadow interaction applications.

[0047] The rapid construction device and computer program product for light and shadow interaction based on the Unity3d engine described in this invention are suitable for people without programming skills to develop light and shadow interaction systems. Attached Figure Description

[0048] To more clearly illustrate the technical solutions in the embodiments of the present invention, the drawings used in the embodiments will be briefly introduced below. Obviously, the drawings described below are only some embodiments of the present invention. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0049] Figure 1 This is a schematic diagram illustrating the effect of adding a click-triggered tool to the Unity3d engine in one embodiment of the present invention.

[0050] Figure 2 This is a schematic diagram illustrating the setup of the display process for a 3D animation tool in one embodiment of the present invention.

[0051] Figure 3 This is a schematic diagram illustrating the overall execution flow of a 3D animation tool in one embodiment of the present invention.

[0052] Figure 4 This is a schematic diagram illustrating the setting of the range tool in one embodiment of the present invention;

[0053] Figure 5 This is a schematic diagram illustrating the setup of a random movement tool in one embodiment of the present invention;

[0054] Figure 6 This is a schematic diagram illustrating the setting of the movement speed in the random movement function according to one embodiment of the present invention;

[0055] Figure 7 This is a schematic diagram illustrating the settings of the path editing tool in one embodiment of the present invention;

[0056] Figure 8 This is a schematic diagram illustrating the setting of control points in one embodiment of the present invention;

[0057] Figure 9 This is a schematic diagram illustrating the setup of a random generation tool in one embodiment of the present invention;

[0058] Figure 10 This is a schematic diagram of the mounting position of the scene curtain tool in one embodiment of the present invention;

[0059] Figure 11 This is a schematic diagram illustrating the setup of the scene curtain tool in one embodiment of the present invention;

[0060] Figure 12 This is a schematic diagram illustrating the settings for event switching in one embodiment of the present invention;

[0061] Figure 13 This is a schematic diagram illustrating the setting of the click generation mode in one embodiment of the present invention;

[0062] Figure 14 This is a schematic diagram illustrating the setting for deletion over time in one embodiment of the present invention;

[0063] Figure 15 This is a schematic diagram illustrating the event deletion settings in one embodiment of the present invention. Detailed Implementation

[0064] To make the technical solutions and advantages of the present invention clearer, the specific embodiments of the present invention will be described in further detail and completely below with reference to the accompanying drawings. The various embodiments described below are only some preferred embodiments of the present invention, and not all of them; the various embodiments described below are intended to explain the present invention and should not be construed as limiting the present invention; reasonable combinations of the technical features defined in the various embodiments of the present invention, as well as all other embodiments obtained by those skilled in the art based on the embodiments of the present invention without creative effort, are all within the scope of protection of the present invention.

[0065] Implementation Method 1: Combination Figures 1 to 15 This embodiment describes a rapid construction device for interactive lighting and shadows based on the Unity3d engine. The specific implementation details are as follows:

[0066] A rapid assembly device for interactive lighting and shadows based on the Unity3D engine, the device includes the following modules and tools:

[0067] The material import module is used to import lighting and shadow materials in various formats; these materials include textures, models, and audio.

[0068] The scene setup module is used to set up scenes in the Unity3d engine;

[0069] The scene management module is used to build and switch between different scenes in the Unity3d engine;

[0070] The object generation module is used to generate or delete objects in the scene based on the lighting and shadow materials and the set of objects to be generated;

[0071] The click trigger tool is used to trigger the lighting and shadow effects of objects in the scene according to given requirements; the lighting and shadow effects include animation effects and movement effects.

[0072] The animation editing module is used to bind animation tools to objects in the scene. The animation tools are used to display the animation effect of the object after the object with the bound animation tool is clicked and triggered by the tool. They are also used to set the movement mode of the object with the bound animation tool. The movement mode includes path mode and random movement mode.

[0073] The movement control module is used to display the movement effect of the object bound to the animation tool according to the movement mode.

[0074] It's worth noting that the Unity3D engine is indeed a very powerful and easy-to-use game development platform, offering a wealth of modules and tools that enable developers to efficiently create various interactive 3D content. However, how to further accelerate the development process based on Unity3D, allowing beginners, even artists without coding skills, to quickly build interactive workflows according to project requirements and implement modules that achieve interactive functionality without editing code, is a pressing technical challenge in this field.

[0075] In this embodiment, the Unity3d engine-based rapid light and shadow interaction building device enables rapid use in different scenarios and rapid building of interactive functions by developing a variety of general modules or tools. This allows even beginners, or artists who do not understand coding, to quickly build interactive processes according to project requirements, improving both building speed and standardization.

[0076] In this embodiment, by supporting the import of lighting and shadow materials in various formats, developers can easily integrate various resources into lighting and shadow interactive applications.

[0077] In this embodiment, the lighting and shadow materials are used to construct lighting and shadow elements such as objects and animation effects in the Unity3d engine.

[0078] In this embodiment, the scene management module can help developers quickly build and switch between different scenes, enabling diversified display of light and shadow interactive applications.

[0079] In this embodiment, triggering the lighting and shadow effects of objects in the scene according to given requirements means triggering the lighting and shadow effects based on the user's actions or environmental changes.

[0080] In this embodiment, real-time interaction between the user and the light and shadow content is achieved by triggering the light and shadow effects of the object.

[0081] In this implementation, animation editing makes the movement of light and shadow elements more natural and vivid.

[0082] In this embodiment, the animation editing module can provide keyframe animation and skeletal animation.

[0083] In this embodiment, a motion control module is used, which can set complex motion trajectories for light and shadow elements, thereby realizing dynamic changes in light and shadow effects.

[0084] Implementation Method Two: Combination Figures 1 to 15 This embodiment further defines the rapid construction device for light and shadow interaction based on the Unity3d engine described in Embodiment 1. The specific implementation details are as follows:

[0085] The device also includes a scene curtain tool;

[0086] The Scene Curtain tool is used to add a given number of curtains to a scene in the Unity3d engine, and also to bind the set of objects it affects to each curtain.

[0087] Furthermore, a preferred embodiment is provided, wherein the scene screen tool includes a start mode setting unit, an end mode setting unit, and a screen switching setting unit;

[0088] The start mode setting unit is used to select the animation mode when the screen starts;

[0089] The end mode setting unit is used to select the animation mode when the curtain ends;

[0090] The animation modes at the beginning and end of the scene include: no animation, point-based scaling animation, Y-axis scaling animation, and fly-in / fly-out animation; the animation mode at the end of the scene also includes scrolling animation.

[0091] The screen switching setting unit is used for the switching mode of two adjacent screens; the switching mode of two adjacent screens includes switching over time and switching based on events.

[0092] In this implementation, "no animation" is abbreviated as "Null"; "point scaling animation" is abbreviated as "Point"; "Y-axis scaling animation" is abbreviated as "Short"; "fly in / fly out animation" is abbreviated as "Fly"; and "scroll animation" is abbreviated as "Scroll".

[0093] In this embodiment, the scene screen tool is developed to facilitate the control of the scene by the creators in game production, and it can form a certain standard in multi-person collaborative development.

[0094] In this embodiment, the scene curtain tool cannot be directly mounted into the Unity3d engine; it needs to be located in the tools folder as ActsCtrl.prefab. (Refer to...) Figure 10 As shown.

[0095] In this embodiment, the setting of the scene curtain tool is referred to Figure 11 As shown.

[0096] In this embodiment, "switching over time" is abbreviated as "Time"; and "switching based on event" is abbreviated as "Event". The event-based switching setting is referenced... Figure 12 As shown.

[0097] Implementation Method 3: Combination Figures 1 to 15 This embodiment further defines the rapid construction device for light and shadow interaction based on the Unity3d engine described in Embodiment 1. The specific implementation details are as follows:

[0098] The object generation module includes a range tool, a random generation tool, and a deletion tool;

[0099] The range tool is used to delineate a range area in a scene and set a standardized range mode for the delineated range area. The standardized range mode includes a region mode, a region size, and a region color.

[0100] The random generation tool is used to randomly generate objects to be generated based on the set of objects to be generated and the defined range area.

[0101] The deletion tool is used to delete objects in the scene.

[0102] In this embodiment, the range tool has a wide range of uses. It can be used not only in conjunction with the random generation tool, but also in the movement control module and the animation editing module.

[0103] In this embodiment, the setting of the standardized range mode is referred to Figure 4 As shown.

[0104] In this embodiment, the area mode is used to select either Box mode or Sphere mode.

[0105] Furthermore, a preferred embodiment is provided, wherein the random generation tool includes an object binding unit, a generation range acquisition unit, a generation mode setting unit, and a random generation unit;

[0106] The generated object binding unit is used to bind a set of objects to be generated;

[0107] The generation range obtaining unit is used to take the defined range area as the generation range;

[0108] The generation attribute setting unit is used to set generation attributes; the generation attributes include generation time interval, size of the generated object, and rotation direction;

[0109] The random generation unit is used to randomly generate the object to be generated within the generation range according to the generation attributes.

[0110] In this embodiment, after the random generation tool is mounted, the device will automatically add a range tool.

[0111] In this embodiment, the settings of the random generation tool are as follows: Figure 9 As shown.

[0112] Furthermore, a preferred embodiment is provided in which the deletion tool includes a deletion mode setting unit;

[0113] The deletion mode setting unit is used to set the deletion mode; the deletion mode includes deletion over time, deletion by click, and deletion based on an event.

[0114] In this embodiment, the generated objects generally have a lifecycle, some are deleted over time, and some are deleted based on events; after the deletion tool is mounted, a suitable deletion mode can be selected according to the needs.

[0115] In this implementation, "delete over time" is abbreviated as "Time"; "delete by click" is abbreviated as "Touch"; and "delete based on event" is abbreviated as "Event".

[0116] In this embodiment, deletion occurs over time, such as... Figure 14 As shown.

[0117] In this implementation, deletion is based on events, such as... Figure 15 As shown.

[0118] Furthermore, in a preferred embodiment, the deletion tool further includes an effects checking unit; the effects checking unit is used to check whether the particle systems in all sub-objects of the object to be deleted have finished playing, and is also used to perform the deletion operation only after all the particle systems in all sub-objects of the object to be deleted have finished playing.

[0119] If the particle systems in all the sub-objects of the object to be deleted have not finished playing, the deletion operation will not be performed until all of them have finished playing.

[0120] Furthermore, in a preferred embodiment, the deletion tool further includes an effects generation unit; the effects generation unit is used to generate effects after the object is deleted.

[0121] In this embodiment, the particle system is referred to as "Particle System".

[0122] Implementation Method 4: Combination Figures 1 to 15 This embodiment further defines the rapid construction device for light and shadow interaction based on the Unity3d engine described in Embodiment 1. The specific implementation details are as follows:

[0123] The click-triggered tool includes a ray emission unit and a ray setting unit;

[0124] The ray emission unit is used to emit mouse clicks or multi-point triggers received by TUIO in the form of rays in the engine; the ray in the engine is used to send trigger events, three-dimensional coordinates of the trigger position and ray ID to objects on the emission path;

[0125] The ray setting unit is used to set the ray ID and the ray rendering mode.

[0126] In this embodiment, the click-triggered tool is mainly used for interaction-related processing, which is initiated primarily through mouse clicks or multi-point triggers received by TUIO.

[0127] In this embodiment, after the device is imported into the Unity3d engine, the first step is to add the click-triggered tool to the Unity3d engine.

[0128] In this embodiment, the process of adding the click-triggered tool is as follows:

[0129] Find or create a Camera in the scene, click Add Component, select [Light and Shadow Interaction Tools] - Camera - Click Trigger Tool; or search for "Click Trigger Tool" directly in the search box to add it.

[0130] The Camera Inspector effect after addition is as follows: Figure 1 As shown in the image, click to trigger the tool.

[0131] The addition of other tools to the device is similar and will not be described in detail.

[0132] In this implementation, the click-triggered tool can be understood as the sending end. There is generally only one sending end, while there are multiple receiving ends. The sending end is used to send trigger events to the receiving ends. The receiving ends include 3D animation tools, 2D animation tools, etc., in the animation editing module.

[0133] Implementation Method 5: Combination Figures 1 to 15 This embodiment further defines the rapid construction device for light and shadow interaction based on the Unity3d engine described in Embodiment 1. The specific implementation details are as follows:

[0134] The animation tool can be a 3D animation tool or a 2D animation tool.

[0135] The animation tool includes a display process unit, a standby process unit, an interactive process unit, and a movement settings unit;

[0136] The display process unit is used to selectively start the display process of the animation tool after the object bound to the animation tool is clicked and triggered by the tool; it is also used to configure attributes for each display animation, including animation file, sound file, duration, and event set; the display process of the animation tool is executed in the order of the display animations.

[0137] The standby process unit is used to start the standby process of the animation tool when the display process has not started or ended, and the interactive process has not started either; the standby process of the animation tool is executed according to the playback order of the standby animation.

[0138] The interactive process unit is used to start the interactive process of the animation tool when the animation tool is triggered by clicking the trigger tool during the standby process of the animation tool; the interactive process of the animation tool is executed in the playback order of the triggered animations.

[0139] The movement setting unit is used to set the movement mode of the object bound to the animation tool, and also to bind the corresponding movement speed to the object bound to the animation tool in the display process, standby process and interaction process respectively.

[0140] In this embodiment, the animation tool is used to bind (add) to objects in the Unity3d engine; however, there are certain prerequisites for adding the animation tool: the object to be added must contain an Animator component, and the Animator component must contain an AnimatorController.

[0141] In this implementation, when the animation tool is added, the BoxCollider component and AudioSource component are automatically added to the object, achieving semi-automation of component addition.

[0142] In this embodiment, the main difference between 2D animation tools and 3D animation tools is that 2D animation tools display 2D animations, while 3D animation tools display 3D animations. As for other aspects, such as functions and usage, there is not much difference between 2D animation tools and 3D animation tools.

[0143] In this embodiment, the display process of the 3D animation tool is set up to achieve the following effects: Figure 2 As shown.

[0144] Furthermore, a preferred embodiment is provided in which the playback order of the standby animation includes sequential playback and random playback.

[0145] In this embodiment, other settings for the standby process of the animation tool, such as the configuration attributes of the standby animation, are basically the same as those in the display process, and will not be repeated here.

[0146] Furthermore, a preferred implementation is provided, wherein the playback order of the triggered animations includes sequential playback and random playback. During the interactive process, the creator can choose to play the triggered animations sequentially or randomly as needed.

[0147] In this embodiment, the interaction process can be triggered at any time during the standby process.

[0148] Furthermore, a preferred implementation is provided in which, during the interactive flow of the animation tool, no other trigger animations (or interactive animations) can be triggered.

[0149] Furthermore, a preferred implementation is provided in which, in the interactive flow of the animation tool, after the triggered animation (or interactive animation) finishes playing, the animation tool returns to its standby flow.

[0150] Furthermore, a preferred implementation is provided in which the Unity3d engine automatically adds corresponding movement tools after the movement mode is set; the corresponding movement tools include path-based movement tools and random movement tools:

[0151] When the movement mode is set to path mode, the Unity3D engine automatically adds a path-based movement tool;

[0152] When the movement mode is set to random movement mode, the Unity3D engine automatically adds a random movement tool.

[0153] In this embodiment, the semi-automatic construction of the mobile tool is achieved by selecting or setting the mobile mode in the mobile setting unit.

[0154] In this embodiment, by binding movement speed in the display process, standby process, and interaction process, the movement speed of the object with added 3D animation tools can be set according to the animation, so that the object moves at different speeds under different animations, thus enriching the interactive effect.

[0155] Furthermore, in a preferred embodiment, the interactive process unit is also used to generate a prefab after the interactive process of the 3D animation tool is activated.

[0156] In this embodiment, when the interaction process is triggered or started, the interaction process unit will randomly generate prefabs from the prefab set, and the generation position can be modified according to requirements.

[0157] In this embodiment, the prefabricated body has high reusability, so a new module can be used to replace the interactive process unit.

[0158] In this embodiment, the overall execution flow of the 3D animation tool is as follows: Figure 3 As shown.

[0159] Implementation Method Six: Combination Figures 1 to 15 This embodiment further defines the rapid construction device for light and shadow interaction based on the Unity3d engine described in Embodiment 1. The specific implementation details are as follows:

[0160] The movement control module includes a random movement tool, a path editing tool, and a path-based movement tool;

[0161] The random movement tool is used to obtain a defined area as the movement area and execute the random movement function when the movement mode is set to random movement mode.

[0162] The path editing tool is used to set the movement path when the movement mode is set to path mode;

[0163] The path-based movement tool is used to perform path-based movement functionality based on the set movement path when the movement mode is set to path mode.

[0164] In this embodiment, the random movement tool mainly relies on the range tool. The default movement function can only be executed after the range tool is bound.

[0165] In this embodiment, when the animation tool selects "Use Movement Tool" in the movement options, the device will default to random movement mode and bind the random movement tool. (See reference...) Figure 5 .

[0166] Furthermore, in a preferred embodiment, the random movement tool includes a movement speed setting unit; the movement speed setting unit is used to set the movement speed of the moving object.

[0167] In this embodiment, when the random movement function is executed, the object with added 3D or 2D animation tools will move at the default movement speed, which is the movement speed bound in the display process, standby process and interaction process, that is, the movement speed in the animation attribute.

[0168] In this embodiment, the movement speed setting in the random movement function is referenced. Figure 6 .

[0169] Furthermore, in a preferred embodiment, the random movement tool includes an orientation rotation setting unit; the orientation rotation setting unit is used to set the orientation and rotation speed of the moving object.

[0170] In this embodiment, the path editing tool is mainly implemented based on the PathCreater component in the dependency package.

[0171] In this embodiment, the path editing tool is configured as follows: Figure 7 As shown.

[0172] In this embodiment, the path editing tool is mainly used in conjunction with the path movement tool to enable the object to move along the set movement path.

[0173] In this implementation, a shortcut key can be set, for example, "shift + left mouse button" can be used to add a path anchor point.

[0174] Furthermore, a preferred embodiment is provided in which the movement path includes path anchor points and path curves that sequentially connect the path anchor points.

[0175] The path editing tool includes an anchor point setting unit and a curve setting unit;

[0176] The anchor point setting unit is used to add or delete path anchor points, modify the position of path anchor points, and modify the normal of path anchor points.

[0177] The curve setting unit is used to set whether the path curve is a closed loop.

[0178] Furthermore, in a preferred embodiment, the path editing tool further includes control point units; the path anchor points include a start anchor point, an end anchor point, and ordinary path anchor points between the start and end anchor points; the control point units are used to attach two control points to each ordinary path anchor point other than the start and end anchor points; the two control points are used to make detailed adjustments to the position of the path anchor points; the two control points have four modes for adjusting curve anchor points:

[0179] In Aligned mode, control points align with their path anchor points in a straight line.

[0180] In Mirrored mode, control points maintain a straight line with equal spacing around their path anchor points;

[0181] In Free mode, there are no restrictions on the position of control points;

[0182] Auto mode automatically places control points to smooth the path curve.

[0183] In this embodiment, the control points are set as follows: Figure 8 As shown.

[0184] In this embodiment, when the path-based movement function is executed, the object with added 3D or 2D animation tools will move according to the set movement path.

[0185] Furthermore, in a preferred embodiment, the path-based movement tool is also used to set a path mode, a rotation mode, and a starting position.

[0186] in:

[0187] Path mode refers to the way an object moves after reaching its destination, including: Loop mode (jumps back to the starting position after reaching the destination), Reverse mode (returns along the same path after reaching the destination), and Stop mode (stops after reaching the destination).

[0188] Rotation mode refers to the orientation of an object during movement, including: FollowLine mode (the object rotates along the path direction), FollowX mode (the object rotates only along the X-axis), and FollowZ mode (the object rotates only along the Z-axis).

[0189] The starting position refers to the starting point of the object's movement. The overall length of the line segment of the movement path is mapped to a floating-point number between 0 and 1. The starting position is represented by setting the corresponding floating-point number by sliding or manually inputting.

[0190] Implementation Method Seven: Combination Figures 1 to 15 This embodiment further defines the rapid construction device for light and shadow interaction based on the Unity3d engine described in Embodiment 1. The specific implementation details are as follows:

[0191] The device also includes a click-to-generate tool;

[0192] The click-to-generate tool is used to randomly generate objects based on the messages transmitted by the click-to-trigger tool.

[0193] Furthermore, a preferred embodiment is provided in which the click generation tool includes a generation mode setting unit;

[0194] The generation mode setting unit is used to set the click generation mode; the click generation mode includes a single generation mode, a multiple generation mode, a follow generation mode, and a knock-out effect mode; wherein:

[0195] Single generation mode: After the object is generated, the collider is turned off;

[0196] Multiple generation mode: Objects are generated multiple times, with time intervals between the generation of objects.

[0197] Follow Generation Mode: The generated object will follow the point sent by the click trigger tool;

[0198] Air Shot Effect Mode: Used to generate air shot effects.

[0199] In this implementation, clicking the generation mode, such as... Figure 13 As shown.

[0200] In this embodiment, the click generation tool is mainly used on static objects to achieve functions such as one-time interaction or generating special effects upon hitting an empty space. Therefore, interactive effects do not necessarily require 3D or 2D animation.

[0201] Furthermore, in a preferred embodiment, the click generation tool further includes an object binding unit; the object binding unit is used to bind a set of objects to be generated.

[0202] In this embodiment, the set of objects to be generated can be equipped with multiple prefabs. The English term for a prefab is "prefab".

[0203] In this embodiment, the click-to-generate tool randomly selects objects from the set of objects to be generated.

[0204] In this embodiment, after the click-to-generate tool is mounted, the BoxCollider component will be automatically mounted; the Size of the BoxCollider component is the interactive area, which can be modified as needed.

[0205] Implementation Method 8: Combination Figures 1 to 15 This embodiment further defines the rapid construction device for light and shadow interaction based on the Unity3d engine described in Embodiment 1. The specific implementation details are as follows:

[0206] The device also includes an effects enhancement plugin;

[0207] The aforementioned effects enhancement plugin is used to provide lighting simulation and environment rendering functions.

[0208] In this implementation, the effects enhancement plugin can further enhance the realism and immersion of light and shadow interaction.

[0209] The above description of the technical solution provided by the present invention through several specific embodiments is intended to highlight the advantages and benefits of the technical solution provided by the present invention. However, the above-described specific embodiments are not intended to limit the present invention. Any reasonable modifications and improvements to the present invention, reasonable combinations of embodiments, and equivalent substitutions based on the spirit and principles of the present invention should be included within the protection scope of the present invention.

Claims

1. A rapid construction device for light and shadow interaction based on the Unity3d engine, characterized in that, The device includes the following modules and tools: The material import module is used to import lighting and shadow materials in various formats; these materials include textures, models, and audio. The scene setup module is used to set up scenes in the Unity3d engine; The scene management module is used to build and switch between different scenes in the Unity3d engine; The object generation module is used to generate or delete objects in the scene based on the lighting and shadow materials and the set of objects to be generated; The click trigger tool is used to trigger the lighting and shadow effects of objects in the scene according to given requirements; the lighting and shadow effects include animation effects and movement effects. The animation editing module is used to bind animation tools to objects in the scene. The animation tools are used to display the animation effect of the object after the object with the bound animation tool is clicked and triggered by the tool. They are also used to set the movement mode of the object with the bound animation tool. The movement mode includes path mode and random movement mode. A movement control module is used to display the movement effect of an object bound to an animation tool according to the movement mode; The click-triggered tool includes a ray emission unit and a ray setting unit; The ray emission unit is used to emit mouse clicks or multi-point triggers received by TUIO in the form of rays in the engine; The ray in the engine is used to send trigger events, the three-dimensional coordinates of the trigger position, and the ray ID to objects on the emission path; The ray setting unit is used to set the ray ID and the ray rendering mode; The animation tool can be a 3D animation tool or a 2D animation tool; The animation tool includes a display process unit, a standby process unit, an interactive process unit, and a movement settings unit; The display process unit is used to selectively start the display process of the animation tool after the object bound to the animation tool is clicked and triggered by the tool. It is also used to configure properties for each display animation, including animation file, sound file, duration, and event set; the display process of the animation tool is executed in the order of the display animations. The standby process unit is used to start the standby process of the animation tool when the display process has not started or ended, and the interactive process has not started either; the standby process of the animation tool is executed according to the playback order of the standby animation. The interactive process unit is used to start the interactive process of the animation tool when the animation tool is triggered by clicking during the standby process of the animation tool; the interactive process of the animation tool is executed in the order in which the triggered animations are played. The movement setting unit is used to set the movement mode of the object bound to the animation tool, and also to bind the corresponding movement speed to the object bound to the animation tool in the display process, standby process and interaction process respectively.

2. The rapid construction device for light and shadow interaction based on the Unity3d engine according to claim 1, characterized in that, The device also includes a scene curtain tool; The Scene Curtain tool is used to add a given number of curtains to a scene in the Unity3d engine, and also to bind the set of objects it affects to each curtain.

3. The rapid construction device for light and shadow interaction based on the Unity3d engine according to claim 1, characterized in that, The object generation module includes a range tool, a random generation tool, and a deletion tool; The range tool is used to delineate a range area in a scene and set a standardized range mode for the delineated range area. The standardized range mode includes a region mode, a region size, and a region color. The random generation tool is used to randomly generate objects to be generated based on the set of objects to be generated and the defined range area. The deletion tool is used to delete objects in the scene.

4. The rapid construction device for light and shadow interaction based on the Unity3d engine according to claim 1, characterized in that, The movement control module includes a random movement tool, a path editing tool, and a path-based movement tool; The random movement tool is used to obtain a defined area as the movement area and execute the random movement function when the movement mode is set to random movement mode. The path editing tool is used to set the movement path when the movement mode is set to path mode; The path-based movement tool is used to perform path-based movement functionality based on the set movement path when the movement mode is set to path mode.

5. The rapid construction device for light and shadow interaction based on the Unity3d engine according to claim 1, characterized in that, The device also includes a click-to-generate tool; The click-to-generate tool is used to randomly generate objects based on the messages transmitted by the click-to-trigger tool.

6. The rapid construction device for light and shadow interaction based on the Unity3d engine according to claim 1, characterized in that, The device also includes an effects enhancement plugin; The aforementioned effects enhancement plugin is used to provide lighting simulation and environment rendering functions.

7. A computer program product, comprising: One or more processors and a memory, characterized in that the memory is used to store one or more programs, wherein when the one or more programs are executed by the one or more processors, the one or more processors control the rapid light and shadow interactive building device based on the Unity3d engine according to any one of claims 1 to 6.

8. A computer storage medium, characterized in that, The computer-readable storage medium stores a computer program, wherein, when the computer program is executed, it controls the device containing the computer-readable storage medium to control the rapid light and shadow interactive building device based on the Unity3d engine as described in any one of claims 1 to 6.