Virtual object interaction method and device, electronic equipment, storage medium and program product
By responding to the interactive behavior of virtual objects in a virtual scene, conditions trigger virtual objects to float, and using the visual effect system to drive texture material float, solving the problem that virtual objects cannot actively interfere with floating, improving interaction efficiency and saving computing resources.
Patent Information
- Application Number
- CN202510572039.9
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-04-30
- Publication Date
- 2025-08-01
AI Technical Summary
In the prior art, the floating effect of virtual objects cannot be actively intervened by players, resulting in low interaction efficiency between virtual objects and virtual objects, and continuous floating wastes computing resources for virtual scenes.
By meeting specific conditions in response to the interactive behavior of virtual objects, control the floating of virtual objects, including triggering preconfigured skills, reaching preconfigured areas, using preconfigured props, or interacting with virtual machines, using the visual effects system to drive texture material floating instead of skeletal animation, saving computing resources.
It improves the freedom and efficiency of interaction between virtual objects and virtual objects, reduces operation difficulty, and saves computing resources in virtual scenes.
Smart Images

Figure CN120393419A_ABST
Abstract
Description
Technical Field
[0001] This application relates to computer technology, and in particular, to an interaction method, device, electronic device, storage medium, and program product for virtual objects. Background Art
[0002] In related technologies, in a specific level process or map of a game, by editing virtual objects, the effect of virtual object floating is achieved to enhance the atmosphere in the game. However, players do not have an operation input method to trigger a change in the motion state of the floating object, which makes players in a relatively passive position during the game process. The virtual object floats in a preset manner and cannot actively intervene or utilize these floating objects, reducing the interaction efficiency between the virtual object and the virtual object. At the same time, the continuous floating of the virtual object also wastes the computing resources required for the virtual scene.
[0003] In related technologies, there is no good way to improve the interaction efficiency between the virtual object and the floating virtual object. Summary of the Invention
[0004] Embodiments of this application provide an interaction method, device, electronic device, computer-readable storage medium, and computer program product for virtual objects, which can improve the interaction efficiency between the virtual object and the virtual object and save the computing resources required for the virtual scene.
[0005] The technical solution of the embodiments of this application is implemented as follows:
[0006] Embodiments of this application provide an interaction method for virtual objects, the method includes:
[0007] Display a virtual scene, where the virtual scene includes a first virtual object and a first virtual object;
[0008] In response to the interaction behavior of the first virtual object satisfying the floating condition, control the first virtual object to float, where the floating condition includes at least one of the following:
[0009] The first virtual object triggers a pre-configured skill and executes a pre-configured interaction behavior in the virtual scene;
[0010] The first virtual object reaches a pre-configured area in the virtual scene;
[0011] The first virtual object uses a pre-configured virtual item;
[0012] The first virtual object executes an interaction behavior with a virtual mechanism in the virtual scene.
[0013] Embodiments of this application provide an interaction device for virtual objects, including:
[0014] A display module for displaying a virtual scene, where the virtual scene includes a first virtual object and a first virtual object body;
[0015] The display module is further configured to control the first virtual object body to float in response to the interaction behavior of the first virtual object satisfying a floating condition, where the floating condition includes at least one of the following:
[0016] The first virtual object triggers a pre-configured skill and performs a pre-configured interaction behavior in the virtual scene;
[0017] The first virtual object reaches a pre-configured area in the virtual scene;
[0018] The first virtual object uses a pre-configured virtual item;
[0019] The first virtual object performs an interaction behavior with a virtual mechanism in the virtual scene.
[0020] An embodiment of the present application provides an electronic device, where the electronic device includes:
[0021] A memory for storing computer-executable instructions or a computer program;
[0022] A processor, when executing the computer-executable instructions or the computer program stored in the memory, implements the interaction method of the virtual object body provided by the embodiment of the present application.
[0023] An embodiment of the present application provides a computer-readable storage medium storing computer-executable instructions or a computer program, which, when executed by a processor, implements the interaction method of the virtual object body provided by the embodiment of the present application.
[0024] An embodiment of the present application provides a computer program product including a computer program or computer-executable instructions, which, when executed by a processor, implements the interaction method of the virtual object body provided by the embodiment of the present application.
[0025] The embodiments of the present application have the following beneficial effects:
[0026] Display a first virtual object and a first virtual object in a virtual scene; in response to the interaction behavior of the first virtual object satisfying the floating condition, control the first virtual object to float. There are multiple floating conditions, which improves the degree of freedom of interaction between the virtual object and the virtual object. The multiple floating conditions correspond to different interaction behaviors, providing users with rich operation options, reducing the operation difficulty and improving the interaction efficiency. By triggering the floating effect of the virtual object through conditions, compared with the related technology of setting the virtual object to float continuously, there is no need to maintain the continuous floating effect of the virtual object. Only when the interaction behavior of the first virtual object meets the floating condition, the resources related to the floating of the object will be loaded and processed, which can save the computing resources required for the virtual scene. Description of the Drawings
[0027] Figure 1A It is a schematic diagram of the application mode of the interaction method of the virtual object provided by the embodiment of the present application;
[0028] Figure 1B It is a schematic diagram of the application mode of the interaction method of the virtual object provided by the embodiment of the present application;
[0029] Figure 2 It is a schematic diagram of the structure of the electronic device provided by the embodiment of the present application;
[0030] Figure 3A It is a schematic diagram of the first process of the interaction method of the virtual object provided by the embodiment of the present application;
[0031] Figure 3B It is a schematic diagram of the second process of the interaction method of the virtual object provided by the embodiment of the present application;
[0032] Figure 4A It is a schematic diagram of the third process of the interaction method of the virtual object provided by the embodiment of the present application;
[0033] Figure 4B It is a schematic diagram of the fourth process of the interaction method of the virtual object provided by the embodiment of the present application;
[0034] Figure 5A It is a schematic diagram of the first human-computer interaction interface provided by the embodiment of the present application;
[0035] Figure 5B It is a schematic diagram of the second human-computer interaction interface provided by the embodiment of the present application;
[0036] Figure 5C It is a schematic diagram of the third human-computer interaction interface provided by the embodiment of the present application;
[0037] Figure 6A It is a schematic diagram of the fourth human-computer interaction interface provided by the embodiment of the present application;
[0038] Figure 6B It is the fifth schematic diagram of the human-computer interaction interface provided by the embodiments of the present application;
[0039] Figure 6C It is the sixth schematic diagram of the human-computer interaction interface provided by the embodiments of the present application;
[0040] Figure 7A It is the seventh schematic diagram of the human-computer interaction interface provided by the embodiments of the present application;
[0041] Figure 7B It is the eighth schematic diagram of the human-computer interaction interface provided by the embodiments of the present application;
[0042] Figure 7C It is the ninth schematic diagram of the human-computer interaction interface provided by the embodiments of the present application;
[0043] Figure 8A It is the tenth schematic diagram of the human-computer interaction interface provided by the embodiments of the present application;
[0044] Figure 8B It is the eleventh schematic diagram of the human-computer interaction interface provided by the embodiments of the present application.
[0045] It should be noted that the above "first" and "second" are only used to distinguish different solutions, and do not represent the distinction of the advantages and disadvantages of the solutions or the priority in the implementation process. Detailed implementation manners
[0046] In order to make the objectives, technical solutions and advantages of the present application clearer, the present application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on the present application. All other embodiments obtained by those of ordinary skill in the art without creative efforts shall fall within the scope of protection of the present application.
[0047] In the following description, "some embodiments" are involved, which describe a subset of all possible embodiments. However, it can be understood that "some embodiments" can be the same subset or different subsets of all possible embodiments, and can be combined with each other without conflict.
[0048] In the following description, the terms "first / second / third" involved are only used to distinguish similar objects, and do not represent a specific order for the objects. It can be understood that "first / second / third" can be interchanged with a specific order or sequence when allowed, so that the embodiments of the present application described here can be implemented in an order other than that illustrated or described here.
[0049] It should be noted that when the relevant data collection and processing in this application are applied in practice, the informed consent or separate consent of the personal information subject should be obtained in strict accordance with the requirements of relevant laws and regulations, and subsequent data use and processing behaviors should be carried out within the scope authorized by laws and regulations and the personal information subject.
[0050] In the embodiments of this application, the term "module" or "unit" refers to a computer program with a predetermined function or a part of a computer program, which works together with other related parts to achieve a predetermined goal, and can be fully or partially implemented by using software, hardware (such as a processing circuit or a memory), or a combination thereof. Similarly, a processor (or multiple processors or memories) can be used to implement one or more modules or units. In addition, each module or unit can be a part of an overall module or unit that includes the functions of that module or unit.
[0051] Unless otherwise defined, all technical and scientific terms used herein have the same meaning as commonly understood by those skilled in the technical field to which this application belongs. The terms used herein are only for the purpose of describing the embodiments of this application and are not intended to limit this application.
[0052] Before further elaborating on the embodiments of this application, the nouns and terms involved in the embodiments of this application are described. The nouns and terms involved in the embodiments of this application are subject to the following explanations.
[0053] 1) Virtual scene: A scene output by a device that is different from the real world, and through which a visual perception of the virtual scene can be formed with the naked eye or with the assistance of a device. For example, a two-dimensional image output by a display screen, or a three-dimensional image output by three-dimensional display technologies such as stereoscopic projection, virtual reality, and augmented reality technologies. In addition, various possible hardware can also be used to form various perceptions that simulate the real world, such as auditory perception, tactile perception, olfactory perception, and motion perception.
[0054] 2) Virtual object: An object that interacts in a virtual scene, is controlled by a user or a robot program (such as a robot program based on artificial intelligence), and can be stationary, move, and perform various behaviors in the virtual scene, such as various characters in a game.
[0055] 3) Human-Machine Interaction Interface: An interface for providing human-machine interaction functions and presenting information flows. For example, a Graphical User Interface (GUI) display, such as an Augmented Reality (AR) interface, a Virtual Reality (VR) interface, a Voice User Interface (VUI), an interactive projection interface (using projection technology to display information on a plane), an eye movement detection interface (an interface controlled by detecting the user's line of sight), a holographic interface (a three-dimensional hologram formed by projecting an image through holographic projection technology, allowing a stereoscopic image to be seen without wearing special glasses), a multi-modal interface (an interactive interface that combines multiple interaction methods such as tactile, visual, and auditory), a Brain-Machine Interface (BMI) interface, etc.
[0056] 4) Static Mesh: A three-dimensional (3D) model used to represent static objects. It represents a predefined and non-deformable mesh, usually used for static environmental objects in games, such as buildings, rocks, trees, furniture, decorative components, etc. Different from a skeletal mesh, a static mesh usually does not contain skeletal animations. A SkeletalMesh is a three-dimensional model that contains skeletal and vertex weight information. It allows the various parts of the model to be animated through the drive of the skeleton, thus achieving complex actions and expressions.
[0057] 5) Niagara System: A visual effects (VFX) container system provided based on the Unreal Engine, composed of the functions of its core components: system, emitter, module, parameters, etc. With the control and flexibility of the node-based interface, it provides richer functions and higher performance for games.
[0058] 6) Mesh Renderer: A component in the virtual engine used to render static meshes. It provides more functions and controls, such as collision detection, lighting and shadows, motion behavior, etc. A StaticMesh Component can be added to any basic object (Actor) to render a static mesh in the scene.
[0059] 7) Basic Object (Actor): Almost all game elements (such as players, enemies, props, lights, cameras, etc.) in the game virtual scene are subclasses of Actor.
[0060] 8) Animation Sequence: An animation sequence is a file containing skeletal animation data. Each animation sequence file contains the animation data of a set of bones and can be bound to a skeletal mesh.
[0061] In the related art, in a specific level process or map of a game, by editing virtual objects, the effect of virtual objects floating is achieved to enhance the atmosphere in the game. However, players do not have an operation input method to trigger a change in the motion state of the floating objects, which makes players in a relatively passive position during the game. The virtual objects float in a preset manner and cannot actively intervene or utilize these floating objects, reducing the interaction efficiency between virtual objects and virtual objects. The floating effect of virtual objects is achieved through the skeletal animation of virtual objects, and running the skeletal animation occupies the computing resources required for the virtual scene. Therefore, the continuous floating of virtual objects also wastes the computing resources required for the virtual scene.
[0062] The embodiments of the present application provide an interaction method for virtual objects, an interaction device for virtual objects, an electronic device, a computer-readable storage medium, and a computer program product, which can improve the interaction efficiency between virtual objects and virtual objects and save the computing resources required for the virtual scene.
[0063] The following describes the exemplary applications of the electronic device provided by the embodiments of the present application. The electronic device provided by the embodiments of the present application can be implemented as a terminal device, such as various types of terminals such as a laptop computer, a tablet computer, a desktop computer, a set-top box, a smart TV, a vehicle-mounted terminal, a virtual reality (VR) device, an augmented reality (AR) device, etc., or can also be implemented as a server. The following will describe the exemplary applications when the electronic device is implemented as a terminal device or a server.
[0064] Reference Figure 1A , Figure 1A is a schematic diagram of the application mode of the interaction method for virtual objects provided by the embodiments of the present application; for example, Figure 1A involves a server 200, a network 300, a terminal device 400, and a database 500. The terminal device 400 is connected 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.
[0065] When Figure 1ABefore the description, first introduce the game modes involved in the solution implemented by the terminal device and the server in cooperation. For the solution implemented by the terminal device and the server in cooperation, it mainly involves two game modes, namely the local game mode and the cloud game mode. Among them, the local game mode means that the terminal device and the server cooperate to run the game processing logic. For the operation instructions input by the player in the terminal device, part of them are processed by the terminal device running the game logic, and the other part are processed by the server running the game logic. Moreover, the game logic processing run by the server is often more complex and requires more computing power. The cloud game mode means that the game logic processing is completely run by the server, and the cloud server renders the game scene data into an audio-video stream and transmits it to the terminal device for display through the network. The terminal device only needs to have the basic ability to play streaming media and the ability to obtain the player's operation instructions and send them to the server.
[0066] In Figure 1A this application embodiment, the interactive method of the virtual object is applied to the terminal device 400 and the server 200, and is applicable to the application mode that depends on the computing power of the server 200 to complete virtual scene calculation and output the virtual scene on the terminal device 400.
[0067] Taking the visual perception of forming a virtual scene as an example, the server 200 calculates the display data related to the virtual scene (such as scene data) and sends it to the terminal device 400 through the network 300. The terminal device 400 depends on the graphics computing hardware to complete the loading, parsing and rendering of the calculated display data, and depends on the graphics output hardware to output the virtual scene to form visual perception. For example, it can present two-dimensional video frames on the display screen of a smart phone, or project video frames with three-dimensional display effects on the lenses of augmented reality / virtual reality glasses. For the perception of the form of the virtual scene, it can be understood that it can be output by means of the corresponding hardware of the terminal device 400, such as using a microphone to form auditory perception, using a vibrator to form tactile perception, and so on.
[0068] As an example, a client (such as an online game application) runs on the terminal device 400. During the operation of the client, a virtual scene including role-playing is output. The virtual scene can be an environment for game characters to interact, such as a plain, a street, a valley, etc. for game characters to fight. The first virtual object can be a game character controlled by the user, that is, the first virtual object is controlled by the real user and will move in the virtual scene in response to the operation of the real user on the controller (such as a touch screen, a voice control switch, a keyboard, a mouse, and a joystick, etc.). For example, when the real user moves the joystick to the right, the first virtual object will move to the right in the virtual scene, and can also stay still, jump, and control the first virtual object to perform shooting operations, etc.
[0069] For example, the virtual scene can be a game virtual scene, the server 200 can be the server of a game platform, the user can be a player, the first virtual object is the virtual object controlled by the player, the first virtual object can be an obstacle (e.g., a rock, a box) or an appliance (e.g., a trolley, a chair, an umbrella) in the virtual scene, and the virtual prop can be a prop for attack, a production appliance or fuel in the virtual scene. The following will be described in conjunction with the above examples.
[0070] For example, the server 200 runs a game process, sends the game screen corresponding to the first virtual object to the terminal device 400, and the virtual scene including the first virtual object 101 and the first virtual object 102 is displayed in the human-computer interaction interface 103 of the terminal device 400; in response to a trigger operation for an interaction behavior of the first virtual object, controls the first virtual object 101 to perform an interaction behavior in the virtual scene; in response to the interaction behavior of the first virtual object satisfying the floating condition, the terminal device 400 sends an operation instruction to the server 200 via the network 300 to request the virtual object to float, and the server 200 controls the first virtual object 102 to float and sends the screen of the floating of the first virtual object 102 to the terminal device 400, and the screen of the floating of the first virtual object is displayed in the terminal device 400.
[0071] Reference Figure 1B , Figure 1B is a schematic diagram of an application mode of the interaction method of the virtual object provided by the embodiment of the present application, which is applicable to some application modes that can complete the relevant data calculation of the virtual scene entirely depending on the graphic processing hardware computing power of the terminal device 400, such as stand-alone / offline mode games, and the output of the virtual scene is completed by various types of terminal devices 400 such as smart phones, tablets and virtual reality / augmented reality devices.
[0072] As an example, the types of graphic processing hardware include a central processing unit (CPU) and a graphics processing unit (GPU).
[0073] When forming the visual perception of the virtual scene, the terminal device 400 calculates the data required for display through the graphic computing hardware, and completes the loading, parsing and rendering of the display data, and outputs video frames that can form a visual perception of the virtual scene on the graphic output hardware. For example, two-dimensional video frames are presented on the display screen of a smart phone, or video frames that achieve a three-dimensional display effect are projected on the lenses of augmented reality / virtual reality glasses; in addition, in order to enrich the perception effect, the terminal device 400 can also form one or more of auditory perception, tactile perception, motion perception and taste perception by means of different hardware.
[0074] As an example, a client (such as a stand-alone game application) is running on the terminal device 400. During the running of the client, a virtual scene including role-playing is output. The virtual scene can be an environment for game characters to interact. For example, it can be a plain, street, valley, etc. for game characters to fight. The first virtual object can be a game character controlled by the user, that is, 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 (such as a touch screen, voice control switch, keyboard, mouse, and joystick, etc.). For example, when the real user moves the joystick to the right, the first virtual object will move to the right in the virtual scene, and can also stay still, jump, and control the first virtual object to perform shooting operations, etc.
[0075] The virtual scene can be a game virtual scene, the server 200 can be the server of a game platform, the user can be a player, the first virtual object is a virtual object controlled by the player, the first virtual object can be an obstacle (such as a rock, a box) or a utensil (such as a small cart, a chair, an umbrella) in the virtual scene, and the virtual prop can be a prop for attack, a production utensil, or fuel in the virtual scene. The following will be described in conjunction with the above examples.
[0076] For example, the terminal device 400 runs a game process. The virtual scene is displayed in the human-computer interaction interface 103 in the terminal device 400. The virtual scene includes the first virtual object 101 and the first virtual object 102. In response to the trigger operation for the interaction behavior of the first virtual object, control the first virtual object 101 to perform the interaction behavior in the virtual scene. In response to the interaction behavior of the first virtual object satisfying the floating condition, control the first virtual object 102 to float and display the picture of the first virtual object 102 floating.
[0077] In some embodiments, the terminal device or the server can implement the interaction method of the virtual object provided in the embodiments of the present application by running a computer program. For example, the computer-executable instructions can be commands at the microprogram level, machine instructions, or software instructions. The computer program can be a native program or a software module in the operating system; it can be a local (Native) application (APPlication, APP), that is, a program that needs to be installed in the operating system to run, such as a game APP or an instant messaging APP; it can also be a small program that can be embedded in any APP, that is, a program that only needs to be downloaded to the browser environment to run. In short, the above computer-executable instructions can be instructions in any form, and the above computer program can be an application program, module, or plug-in in any form.
[0078] Taking a computer program as an example of an application program, in actual implementation, the terminal device 400 installs and runs an application program that supports virtual scenarios. The application program can be any one of a first-person shooting game (FPS, First-Person Shooting game), a third-person shooting game, a virtual reality application program, a three-dimensional map program, or a multiplayer survival game. The user uses the terminal device 400 to operate virtual objects located in the virtual scenario to carry out activities, and the activities include but are not limited to: adjusting body posture, crawling, walking, running, cycling, jumping, driving, picking up, shooting, attacking, throwing, and building at least one virtual building. Schematically, the virtual object can be a virtual character, such as an emulated human character or an anime character, etc.
[0079] The embodiments of the present application can be implemented through database technology. A database, in short, can be regarded as a place for storing electronic files in an electronic filing cabinet, and users can perform operations such as adding, querying, updating, and deleting data in the files. The so-called "database" is a data set stored together in a certain way, shared by multiple users, having as little redundancy as possible, and independent of application programs.
[0080] A database management system (Database Management System, DBMS) is a computer software system designed to manage databases, and generally has basic functions such as storage, interception, security protection, and backup. The database management system can be classified according to the database model it supports, such as relational, XML (Extensible Markup Language); or according to the type of computer it supports, such as server clusters, mobile phones; or according to the query language it uses, such as Structured Query Language (SQL), XQuery; or according to the performance impulse focus, such as the maximum scale, the highest running speed; or other classification methods. No matter which classification method is used, some DBMSs can cross categories. For example, they can support multiple query languages at the same time.
[0081] In some embodiments, the server may be an independent physical server, a server cluster or a distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, CDN, and big data and artificial intelligence platforms. The electronic device may be a smart phone, a tablet computer, a laptop computer, a desktop computer, a smart speaker, a smart watch, etc., but is not limited thereto. The terminal device and the server may be directly or indirectly connected through wired or wireless communication methods, which are not limited in the embodiments of the present application.
[0082] See Figure 2 , Figure 2 is a schematic structural diagram of the electronic device provided by the embodiments of the present application. The electronic device may be or Figure 1A the terminal device 400 in The terminal device 400 shown in includes: at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. Each component in the terminal device 400 is coupled together through a bus system 440. It can be understood that the bus system 440 is used to realize the connection and communication between these components. In addition to the data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for the sake of clear illustration, in Figure 1B all kinds of buses are labeled as the bus system 440.
[0083] The processor 410 may be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP, Digital Signal Processor), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. Among them, the general-purpose processor may be a microprocessor or any conventional processor, etc.
[0084] The user interface 430 includes one or more output devices 431 that enable the presentation of media content, including one or more speakers and / or one or more visual display screens. The user interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, a mouse, a microphone, a touch screen display, a camera, and other input buttons and controls.
[0085] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state memories, hard disk drives, optical disc drives, etc. The memory 450 optionally includes one or more storage devices that are physically located away from the processor 410.
[0086] The memory 450 includes volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be a read-only memory (ROM), and the volatile memory may be a random access memory (RAM). The memory 450 described in the embodiments of the present application is intended to include any suitable type of memory.
[0087] In some embodiments, the memory 450 is capable of storing data to support various operations. Examples of such data include programs, modules, and data structures, or subsets or supersets thereof, which are exemplarily described below.
[0088] The operating system 451 includes system programs for processing various basic system services and performing hardware-related tasks, such as the framework layer, the core library layer, the driver layer, etc., for implementing various basic services and processing hardware-based tasks;
[0089] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420. Exemplary network interfaces 420 include: Bluetooth, wireless compatibility certification (WiFi), and universal serial bus (USB), etc.;
[0090] The presentation module 453 is used to enable the presentation of information (such as a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 associated with the user interface 430 (such as a display screen, a speaker, etc.).
[0091] The input processing module 454 is used to detect and translate one or more user inputs or interactions from one of one or more input devices 432.
[0092] In some embodiments, the device provided in the embodiments of the present application may be implemented in software. An interactive device 455 for virtual objects stored in the memory 450 is shown. It may be software in the form of programs and plugins, etc., and includes the following software modules: a display module 4551, a rendering module 4552. These modules are logical, so they can be combined arbitrarily or further split according to the functions implemented. In Figure 2 For the convenience of expression, all the above modules are shown at once, but it should not be considered that the interactive device 455 for virtual objects excludes embodiments that may only include the display module 4551. The functions of each module will be described below.
[0093] The exemplary applications and implementations of the terminal device provided in the embodiments of the present application will be combined to describe the interaction method of the virtual object provided in the embodiments of the present application.
[0094] Next, the interaction method of the virtual object provided in the embodiments of the present application will be described. As mentioned above, the electronic device for implementing the interaction method of the virtual object in the embodiments of the present application can be a terminal device or a server, or a combination of both. Therefore, the execution entity of each step will not be repeated hereinafter.
[0095] It should be noted that in the examples of the interaction of the virtual object and the virtual object hereinafter, it is taken as an example that the virtual object is a humanoid object and the virtual object is used to simulate an object in the real world. Those skilled in the art can apply the interaction method of the virtual object provided in the embodiments of the present application to the interaction processing including other types of virtual objects and virtual objects according to the understanding of the following text.
[0096] See , Figure 2 is a schematic flowchart of the interaction method of the virtual object provided in the embodiments of the present application, and will be described in combination with the steps shown in shown. Figure 2 The execution entity of the step is or Figure 2 the terminal device 400 in
[0097] In step 301, a virtual scene is displayed.
[0098] Here, the virtual scene includes a first virtual object and a first virtual object.
[0099] Exemplarily, the first virtual object is a virtual object used for floating in the virtual scene. The first virtual object is composed of a three-dimensional model and texture materials covering the surface of the three-dimensional model. There are also different virtual objects in the virtual scene outside the first virtual object. The first virtual object is a virtual object controlled by the user using the terminal device. Refer to , Figure 3A is the first schematic diagram of the human-computer interaction interface provided in the embodiments of the present application; the virtual scene 501A in the human-computer interaction interface includes a first virtual object 502A and a first virtual object 503A.
[0100] In step 302, in response to the interaction behavior of the first virtual object satisfying the floating condition, the first virtual object is controlled to float.
[0101] Exemplarily, floating refers to the process in which the first virtual object leaves the ground in the virtual scene and hovers in the air. The floating of the first virtual object can be achieved through skeletal animation. For example, the three-dimensional model of the first virtual object rises as a whole and floats when it reaches the pre-configured height. The floating of the first virtual object can also be achieved through the visual effect container system, by controlling the texture materials covering the surface of the three-dimensional model of the first virtual object to float, so that users can observe the visual performance of the first virtual object floating. The floating conditions may include at least one of the following: the first virtual object uses a pre-configured skill, the first virtual object uses a virtual prop, the first virtual object reaches a specific area or interacts with a specific mechanism. The following is a specific description.
[0102] Exemplarily, the floating conditions include at least one of the following:
[0103] Condition 1: The first virtual object triggers a pre-configured skill in the virtual scene and executes a pre-configured interaction behavior.
[0104] Exemplarily, a virtual skill refers to a specific function achieved through specific operations or trigger conditions in a game. In the embodiments of the present application, the pre-configured skill is used to trigger the floating of an object. The pre-configured interaction behavior is pre-associated with the pre-configured skill, and the floating effect of the object can only be triggered after both the pre-configured skill and the pre-configured interaction behavior are executed. And the execution of the pre-configured interaction behavior is after the pre-configured skill.
[0105] In some embodiments, when the floating condition is that the first virtual object triggers a pre-configured skill in the virtual scene and executes a pre-configured interaction behavior, before step 302, the skill control is displayed with a first graphic, where the first graphic represents that the virtual skill corresponding to the skill control has not been triggered; in response to a trigger operation on the skill control, the skill control is displayed with a second graphic, where the second graphic represents that the virtual skill corresponding to the skill control has been triggered; in response to the first virtual object executing the pre-configured interaction behavior associated with the virtual skill, the process proceeds to step 302.
[0106] Exemplarily, at least one of the following parameters of the first graphic and the second graphic is different: color, shape, pattern. Refer to , Figure 3A is the second schematic diagram of the human-computer interaction interface provided by the embodiments of the present application; After the skill control 504A displayed with the first graphic in Figure 3A is triggered, it is displayed as the skill control 501B displayed with the second graphic in
[0107] In the embodiments of the present application, by pre-configuring skills and pre-configuring interaction behaviors to trigger the floating of virtual objects, the computing resources of the virtual scene can be reasonably allocated. That is, only when specific conditions are met can the floating of virtual objects be triggered, which means that the suspension of virtual objects in the virtual scene will be triggered according to the user's needs, improving the utilization efficiency of resources and avoiding excessive waste of resources.
[0108] Condition 2: The first virtual object reaches a pre-configured area in the virtual scene.
[0109] Exemplarily, the relationship between the pre-configured area and the first virtual object can be: the first virtual object is within the pre-configured area; the first virtual object is outside the pre-configured area and the first virtual object is associated with the pre-configured area. The shape and size of the pre-configured area can be set according to the requirements of the actual application scenario. For example, if the pre-configured area contains multiple first virtual objects, the pre-configured area can be a circle centered on the first virtual object with a pre-configured distance as the radius. Another example: The first virtual object is outside the pre-configured area, and the area of the pre-configured area is the area occupied by the feet of the virtual object.
[0110] In some embodiments, when the floating condition is that the first virtual object reaches a pre-configured area in the virtual scene, before step 302, the pre-configured area is displayed in the virtual scene in a first display manner, where the first display manner is different from the display manner of other areas outside the pre-configured area; in response to the first virtual object reaching the pre-configured area in the virtual scene, the process proceeds to step 302.
[0111] Exemplarily, the first display manner is different from the display manner of other areas outside the pre-configured area, and the pre-configured area is displayed in a distinguishable manner to guide the user to control the virtual object to reach the pre-configured area. Refer to Figure 3A , is the fifth schematic diagram of the human-computer interaction interface provided by the embodiments of the present application. The virtual scene 601B includes multiple first virtual objects 603B and a first virtual object 602B. The pre-configured area 604B is displayed in a manner different from other areas. In response to the virtual object 602B moving into the pre-configured area 604B, the first virtual objects 603B in the pre-configured area 604B float.
[0112] In the embodiments of the present application, the pre-configured area is displayed in a distinguishable manner, which can guide users, improve interaction efficiency, and reduce the operation difficulty. When the virtual object reaches the pre-configured area, it triggers the suspension of the virtual object. Only when the virtual object enters a specific area, the corresponding suspended object will be loaded and displayed, avoiding unnecessary resource waste. In a large open-world game, there are numerous items and prompt messages distributed on the map. If the suspension effects are all displayed in real time, it will bring a huge burden on the graphics card and the processor. By adopting a trigger mechanism, the display is only made when the virtual object reaches the pre-configured area, which can significantly reduce resource occupancy, improve the smoothness of the virtual scene, and save computing resources.
[0113] Condition 3: The first virtual object uses a pre-configured virtual item.
[0114] In some embodiments, when the floating condition is that the first virtual object uses a pre-configured virtual item, before step 302, the first virtual item is displayed, where the first virtual item is obtained by the first virtual object from the virtual scene or held by the first virtual object; in response to a trigger operation on the first virtual item, a plurality of first virtual items in the virtual scene are displayed in a second display manner, where the second display manner is different from the display manner of virtual items other than the first virtual item; in response to a selection operation on any one of the first virtual items, the selected first virtual object is controlled to float.
[0115] For example, the virtual item can be an item for attack, a production tool, or an item used as energy in the virtual scene. For example: the virtual item is an attack item (such as a long stick, a slingshot), a production tool (such as a shovel, a wrench, or a hammer), or an item used as energy (such as fuel).
[0116] For example, after using the virtual item, a plurality of first virtual objects that can be used for floating are highlighted, and the first virtual object is selected as the first virtual object to be controlled to float. The second display manner includes but is not limited to displaying in other colors, surrounded by a bounding box, or using a filter. Refer to Figure 1A , is the fourth schematic diagram of the human-computer interaction interface provided by the embodiments of the present application; the virtual scene 601A includes a plurality of first virtual objects and a first virtual object 602A. Compared with the second virtual object 605A, the first virtual objects 604A and 603A that can be used for floating are displayed in the form of being surrounded by a dotted-line bounding box. In response to a selection operation on the first virtual object 603A, the first virtual object is displayed in a manner different from that of the first virtual object 604A. As Figure 1B shown, there is also a solid-line bounding box outside the dotted-line bounding box. After the first virtual object 603A is selected, the first virtual object 603A is controlled to float.
[0117] In the embodiments of the present application, by actively selecting floating virtual objects by the user, it is avoided to float a large number of virtual objects simultaneously, saving computing resources. In a virtual scene, in order to achieve realistic physical effects, physical simulation calculations such as gravity and collision detection need to be performed on objects. When the user selects some objects to float, only physical simulation needs to be performed on these floating objects, instead of calculating all the objects in the scene, greatly reducing the scope and complexity of physical calculations and reducing the computing pressure on the processor.
[0118] In some embodiments, when the virtual prop is a virtual attack prop, when controlling the first virtual object to float, in response to an attack operation of the first virtual object on the first virtual object based on the virtual attack prop (for example: shooting with a bow and arrow, hitting the virtual object with a long stick), adjust the floating state of the first virtual object according to the parameters of the interaction operation in at least one of the following ways:
[0119] Way 1: Prolong the floating duration of the first virtual object according to the number of executions of the attack operation, where the number of executions is positively correlated with the prolonged floating duration.
[0120] For example: During the floating of the virtual object, the floating duration of the virtual object can be prolonged through the attack operation. Each time the virtual object is attacked, the floating duration is increased by a preset duration. At the same time, set the upper limit of the number of attacks. When the number of attacks reaches the upper limit, attacking the virtual object again will not increase the floating duration.
[0121] Way 2: Adjust the movement direction during the floating of the first virtual object according to the first direction from the center point of the first virtual object to the hit position.
[0122] Exemplarily, the hit position is the position where the first virtual object is attacked by the attack operation, and the first direction is opposite to the movement direction. For example: If it is attacked on the left, the object will move to the right. That is, the floating movement trajectory can conform to the collision principle of the virtual prop, move in the reverse direction of the shooting direction of the virtual prop, and simulate the gravity principle to control the fall of the virtual object.
[0123] Reference , Figure 5A is the ninth schematic diagram of the human-computer interaction interface provided by the embodiments of the present application. The virtual object 703C holds the virtual prop 704C, and the virtual prop 704C is a virtual bow and arrow. When the first virtual object is at the historical position 702C, in response to the shooting operation on the virtual object, the virtual object moves from the historical position 702C to the current position 701C. Assuming that the hit position 705C is at the lower left corner of the virtual object, the first direction is from the center of the virtual object to the lower left corner, then the reverse direction of the first direction is to the upper right corner, and the virtual object moves to the upper right.
[0124] In the embodiments of the present application, by interacting with virtual objects through virtual props to control the movement of virtual objects during the floating process, the interaction method is enriched.
[0125] Condition 4: The first virtual object and the virtual mechanism in the virtual scene have performed an interaction behavior.
[0126] In some embodiments, when the floating condition is that the first virtual object and the virtual mechanism in the virtual scene have performed an interaction behavior, before step 302, in response to the distance between the current position of the first virtual object and the position of the virtual mechanism being less than the distance threshold, a first prompt message is displayed, where the first prompt message is used to indicate that the virtual mechanism can be used to perform an interaction behavior; in response to the first virtual object and the virtual mechanism in the virtual scene having performed an interaction behavior, the process proceeds to step 302.
[0127] For example, the distance threshold can be set according to actual needs. Only when the distance between the current position of the first virtual object and the position of the virtual mechanism is less than the distance threshold, the first prompt message is displayed, without continuously displaying the prompt message, which can save computing resources in the virtual scene. At the same time, the prompt message can guide the user to control the virtual object to perform an interaction behavior. Refer to , Figure 5A is the sixth schematic diagram of the human-computer interaction interface provided by the embodiments of the present application. The virtual scene 601C includes a first virtual object 602C. When the first virtual object 602C reaches near the virtual mechanism 605C, a prompt message is displayed near the virtual mechanism 605C, for example: "Interactable" in , the virtual mechanism 605C has a handle. In response to the virtual object 602C and the virtual mechanism 605C performing an interaction, the handle of the virtual mechanism 605C moves to the other side, and at the same time, a picture of the first virtual object 603C floating is displayed.
[0128] In the embodiments of the present application, by displaying a prompt message to guide the user to control the virtual object to interact with the virtual mechanism, it can play a guiding role for the user, improve the interaction efficiency, and reduce the operation difficulty. Adopting a trigger mechanism, only when the virtual object reaches the interactive virtual mechanism, the resource occupancy can be significantly reduced, the smoothness of the virtual scene can be improved, and computing resources can be saved.
[0129] In some embodiments, step 302 can be implemented in the following manner: controlling the first virtual object to rise at a first speed, where the first speed is the ratio of the preconfigured height to the preconfigured rising time; in response to the current height of the first virtual object reaching the preconfigured height, controlling the first virtual object to float at the preconfigured height.
[0130] Exemplarily, the pre-configured height, pre-configured rise time, and floating trajectory can be set by the art staff, supporting different floating types for different objects. Refer to Figure 5B , the first virtual object 503C and multiple other first virtual objects 505C in the virtual scene respectively have different floating heights and floating postures. Each first virtual object corresponds to a different pre-configured height.
[0131] In some embodiments, before step 302, refer to , Figure 5B is the second process schematic diagram of the interaction method of the virtual object provided by the embodiment of the present application. Execute the steps 3021 to 3023 in , which are specifically described below.
[0132] In step 3021, at least one virtual object among the multiple virtual objects is marked as the first virtual object.
[0133] Here, the first virtual object is an object for floating.
[0134] Exemplarily, the marking process can be automatically executed by the server or the terminal device according to the pre-configured information of the virtual scene. The pre-configured information can be set by the technical staff.
[0135] In step 3022, in response to the interaction behavior of the first virtual object satisfying the floating condition, the virtual objects within the first field of view of the first virtual object are detected.
[0136] Exemplarily, the first field of view of the first virtual object refers to the range of the field of view that can be seen when observing the virtual scene from the perspective of the first virtual object. Traverse the virtual objects within the first field of view and determine the type of each virtual object traversed. The types of virtual objects include the first virtual object and the second virtual object. The first virtual object is the marked object, and the second virtual object is the unmarked object, that is, the second virtual object is an object not used for floating.
[0137] In step 3023, in response to the presence of the first virtual object within the first field of view, control the first virtual object to float.
[0138] Exemplarily, in response to the absence of the first virtual object within the field of view, that is, the absence of the marked object, the process ends.
[0139] In some embodiments, step 302 can be implemented in the following manner: controlling the three-dimensional model of the first virtual object to be in a hidden state, and setting the texture material covering the surface of the three-dimensional model as the drawing target (Mesh Renderer), where the drawing target is used for display. The three-dimensional model in the hidden state occupies space in the virtual scene, and the texture material does not occupy space in the virtual scene; controlling the texture material to float.
[0140] Exemplarily, the mesh renderer is driven based on a visual effect system. The visual effect system is used to render the special effect materials in the virtual scene. By setting the texture material as the special effect drawing target, the movement of the texture material in the picture can be controlled by driving the special effects, controlling the texture material to float while maintaining the position information of the three-dimensional model unchanged. Since the texture material does not occupy space, there is no need to calculate physical collisions during the floating process, which can save computing resources. Refer to Figure 5A , is the third schematic diagram of the human-computer interaction interface provided by the embodiments of the present application; the virtual scene includes a first virtual object 503C and a virtual object 504C. The original position 501C of the first virtual object is the static mesh of the first virtual object, and the appearance position 502C displays the texture material of the first virtual object. Then, the user can see the following picture in the virtual scene: the virtual object floats and there is no virtual object at the original position of the virtual object.
[0141] In the embodiments of the present application, only the texture material of the virtual object is controlled to float, and the three-dimensional model of the virtual object does not need to participate in physical simulation, saving the computing resources of the virtual scene and only requiring the graphics processor to operate, avoiding the central processing unit of the virtual scene from getting stuck.
[0142] In some embodiments, step 302 can be implemented in the following manner: controlling the first virtual object to rise according to a pre-configured trajectory; in response to the current height of the first virtual object reaching the pre-configured height, controlling the first virtual object to float at the pre-configured height.
[0143] Exemplarily, the pre-configured trajectory can be pre-set by technicians. When the first virtual object floats at the pre-configured height, the pose of the first virtual object can change.
[0144] In some embodiments, step 302 can be implemented in the following manner: controlling the first virtual object to rise, and controlling the displacement of the first virtual object in the horizontal direction according to the change in the line-of-sight direction of the first virtual object, where the change in the line-of-sight direction is the angular change in the horizontal direction, and the length of the displacement is positively correlated with the angular change; in response to the current height of the first virtual object reaching the pre-configured height, controlling the first virtual object to stop displacing in the horizontal direction, and controlling the first virtual object to float at the pre-configured height.
[0145] Exemplarily, the change in the line of sight direction can be generated by the user controlling the orientation of the head of the virtual object. For example, the user adjusts the direction that the virtual object faces through a mouse, a keyboard, a joystick control, or an inertial sensor. Refer to Figure 5B , FIG. 8 is a schematic diagram of a human-computer interaction interface provided by an embodiment of the present application; there is a movement trajectory between the original position 702B and the current position 701B of the virtual object. When the virtual object floats upward, the line of sight direction of the virtual object 703B generates an offset of angle 1, and the movement trajectory forms an offset of displacement D.
[0146] In the embodiments of the present application, the movement direction transformation of the virtual object is controlled through the line of sight direction of the virtual object, and the movement trajectory of the virtual object is instantaneously generated through the line of sight direction of the virtual object, without extracting and storing the movement trajectory of the virtual object, saving storage resources.
[0147] In some embodiments, step 302 can be implemented in the following manner:
[0148] According to the first movement trajectory of the first virtual object in the horizontal direction, control the first virtual object to float in the vertical direction with a second movement trajectory, where the second movement trajectory is the projection of the first movement trajectory in the vertical direction, and the moving speed of the first virtual object is positively correlated with the moving speed of the first virtual object; in response to the current height of the first virtual object reaching a preconfigured height, control the first virtual object to float at the preconfigured height.
[0149] Exemplarily, the second movement trajectory is the projection of the first movement trajectory in the vertical direction. The projection method can be to rotate the first movement trajectory 90 degrees to the right of the virtual object in the horizontal direction, and then rotate the rotated first movement trajectory upward in the vertical direction to form the second movement trajectory. Refer to Figure 5B , FIG. 7 is a schematic diagram of a human-computer interaction interface provided by an embodiment of the present application; there is a movement trajectory between the original position 702A and the current position 701A of the virtual object. When the virtual object floats upward, the second movement trajectory of the virtual object is synchronously controlled according to the first movement trajectory of the virtual object 703A.
[0150] In the embodiments of the present application, the floating of the virtual object is controlled through the movement of the virtual object, enriching the interaction form. The movement trajectory of the virtual object is instantaneously generated through the movement trajectory of the virtual object, without extracting and storing the movement trajectory of the virtual object, saving storage resources.
[0151] In some embodiments, when step 302 is executed, a scene where the first virtual object floats is displayed in the first field of view screen of the first virtual object and the second field of view screen of the second virtual object, where the first virtual object and the second virtual object are in the same camp; in the third field of view screen of the third virtual object, a three-dimensional model of the first virtual object and texture materials covering the surface of the three-dimensional model are displayed at the original position of the first virtual object, where the third virtual object and the first virtual object are in different camps.
[0152] Exemplarily, the floating and transparent effects can be effective only for the virtual character of the current user or for virtual objects in the same camp as the virtual character of the current user, while the original model is displayed in the human-computer interaction interface corresponding to virtual objects in other camps. Refer to Figure 6B , FIG. 10 is a schematic diagram of the human-computer interaction interface provided by an embodiment of the present application. The virtual scene includes a first virtual object 803A holding a virtual prop 804A. When the first virtual object does not float, in the field of view screen of the first virtual object 803A, the first virtual object is displayed at the original position 802A. In response to the floating of the first virtual object, the floating first virtual object is displayed at the current position 801A, and due to the movement of the first virtual object, a third virtual object 805A is also displayed in the field of view screen of the first virtual object 803A. If the third virtual object 805A is not the virtual object that triggers the floating of the first virtual object, then in the field of view screen of the third virtual object 805A, the first virtual object is at the original position 802A.
[0153] In the embodiments of the present application, by displaying the third virtual object after the virtual object, it is convenient for the user to observe the virtual scene and expands the field of view range of the virtual object. In a multi-player online virtual scene, it is necessary to synchronize the operations and scene information of each player in real time. In an online game scene, only the relevant information (such as position, status, etc.) of the virtual object that triggers the floating of the virtual object needs to be transmitted and synchronized over the network, without the need to transmit the data of all objects, reducing the amount of network data transmission, reducing the demand for network bandwidth, and improving the response speed and stability of the game.
[0154] In some embodiments, when there is an occlusion relationship between the first virtual object at the original position and the third virtual object and the first virtual object does not float, the third virtual object is hidden in the first field of view screen of the first virtual object; when controlling the first virtual object to float, the third virtual object is displayed in the first field of view screen of the first virtual object; in response to an attack operation of the first virtual object on the third virtual object, according to the impact resistance strength parameter of the first virtual object and the penetration performance parameter of the attack operation, the damage value suffered by the third virtual object is displayed, where the attack operation passes through the original position of the first virtual object.
[0155] For example, when a virtual object floats, if a virtual object is hidden behind the three-dimensional model of the virtual object, the hidden virtual object can be revealed; since the three-dimensional model remains in its original position, when the first virtual object shoots at the three-dimensional model of the virtual object through a virtual prop, the physical blocking effect of the transparent three-dimensional model on the attack still needs to be considered. For example: A third virtual object is hidden behind the virtual object, and the damage value received by the third virtual object is determined by the impact resistance strength parameter and the penetration performance parameter of the attack operation. Assuming that the impact resistance strength parameter and the penetration performance parameter of the attack operation are expressed as percentages, the impact resistance strength parameter is the probability of resisting the impact behavior when the virtual object is impacted, and the penetration performance parameter is the probability of penetrating the object when the attack operation is executed, then the damage value = the original damage value of the virtual prop * (penetration performance parameter - impact resistance strength parameter).
[0156] In the embodiments of the present application, by displaying the third virtual object behind the virtual object, it is convenient for the user to observe the virtual scene and expands the viewing range of the virtual object. It is convenient for the user to interact with other users and enriches the interaction mechanism in the virtual scene.
[0157] In some embodiments, after step 302, in response to the floating duration of the first virtual object at the preconfigured height reaching the preconfigured duration, control the first virtual object to land, where the landing position of the first virtual object is at the original position of the three-dimensional model of the first virtual object.
[0158] For example, when the floating duration of the virtual object reaches the preset duration, it starts to land. The original position of the three-dimensional model of the first virtual object refers to the position when the first virtual object is not floating. The preconfigured duration can be set according to the actual application scenario.
[0159] In some embodiments, after step 302, when the first virtual object is floating, in response to the interaction behavior of the first virtual object satisfying the landing condition, control the first virtual object to land, where the landing condition includes at least one of the following:
[0160] Condition 1: The first virtual object repeatedly triggers the preconfigured skill in the virtual scene;
[0161] For example, the landing of the virtual object can be achieved by repeatedly executing the floating condition. That is, the landing condition can be the repeated execution of the content corresponding to the floating condition. Refer to Figure 6B , in response to the trigger operation for the skill control 501B, the skill control 501B switches to the skill control 504A in Figure 6A the picture in
[0162] Condition 2: The current position of the first virtual object is outside the pre-configured area.
[0163] Condition 3: The first virtual object reused a pre-configured virtual prop.
[0164] Condition 4: The first virtual object repeatedly performed interaction behaviors with virtual mechanisms in the virtual scene.
[0165] For example, Conditions 2 to 4 for landing are reverse executions of the floating conditions, and the principles are similar, so they will not be elaborated here.
[0166] In the embodiments of the present application, by setting the landing conditions, the landing process of virtual objects in the virtual scene is controllable, avoiding the continuous floating of virtual objects in the virtual scene, saving the computing resources of the virtual scene, enriching the visual effects of the virtual scene, and also avoiding virtual scene lag.
[0167] In some embodiments, after step 302, in response to an operation of selecting a location in the virtual scene, the selected target location is highlighted. In response to a pathfinding operation between the target location and the current position of the first virtual object in the virtual scene, the positions of obstacles in the virtual scene are determined, where the obstacle positions include the original positions before the first virtual object floats; according to the obstacle positions, the target position, and the current position of the first virtual object, a path trajectory between the target position and the current position of the first virtual object is generated and the path trajectory is displayed, where the path trajectory does not pass through the obstacle positions.
[0168] For example, the selected target location can be highlighted in the following ways: high-light display, circled by a bounding box, marked by a marker. When the first virtual object floats, the root coordinates of the static mesh of the first virtual object remain unchanged, which does not affect the path generation in the pathfinding process. Therefore, the first virtual object serves as an obstacle position in the virtual scene. Refer to , Figure 6A is the eleventh schematic diagram of the human-computer interaction interface provided by the embodiments of the present application. The virtual object floats from the original position 802B to the current position 801B. Point B is the target position, and point A is the current position where the virtual object 803B is located. The shortest path between point B and point A is the line segment passing through the original position 802B of the virtual object. However, there is also a three-dimensional model of the virtual object in the hidden state at the original position 802B of the virtual object, so the path between point B and point A bypasses the original position 802B of the virtual object.
[0169] In the embodiments of the present application, the position coordinates of the virtual object remain unchanged. Furthermore, the virtual object in the floating state participates in the path generation for pathfinding as an obstacle on the ground. Therefore, regardless of how the objects in the virtual scene float, the path in the virtual scene is calculated based on the obstacle information of the original map, without the need to calculate according to the floating transformation of the objects in the virtual scene, thus saving the computing resources required for calculating the path of the virtual scene.
[0170] In the embodiments of the present application, a first virtual object and a first virtual object are displayed in the virtual scene; in response to the interaction behavior of the first virtual object satisfying the floating condition, the first virtual object is controlled to float. There are various floating conditions, which improves the degree of freedom of interaction between the virtual object and the virtual object. The various floating conditions correspond to different interaction behaviors, providing rich operation options for users, reducing the operation difficulty and improving the interaction efficiency. By triggering the floating effect of the virtual object through conditions, compared with the solution in the related art where the virtual object is set to float continuously, there is no need to maintain the continuous floating effect of the virtual object. Only when the interaction behavior of the first virtual object satisfies the floating condition, the resources related to the floating of the object will be loaded and processed, which can save the computing resources required for the virtual scene. The position of the three-dimensional model of the virtual object is maintained, and only the texture material of the virtual object is controlled to float, without adjusting the resources required for the physical collision of the virtual object, thus saving the computing resources of the virtual scene.
[0171] Next, an exemplary application of the interaction method of the virtual object in the embodiments of the present application in an actual application scenario will be described.
[0172] In the client games of the related art, the floating effect of the objects in the scene is basically edited one by one for each single bone mesh, including its motion performance, floating parameters, and even making independent animation sequence files. For example: in a specific level process of the game, by editing the virtual object of the bone mesh, the floating effect of the virtual object is formed to enhance the visual performance and atmosphere of the game content.
[0173] However, the floating objects in the virtual scene only exist in the standby state of floating and shaking in place, with a single performance. There is no way for the user to operate and input to trigger a change in the motion state of the floating object. Or only in specific combat links of the level process can the user interact with the floating object, and the degree of freedom of interaction between the virtual object and the virtual object is low. And the above floating method needs to be implemented in the form of bone animation, which requires technicians of different specialties to work separately, with low production efficiency, and running the bone animation will occupy the computing resources required for the virtual scene. The floating of multiple virtual objects may cause the virtual scene to run smoothly.
[0174] The embodiment of the present application provides a method for interacting with virtual objects. Based on a Visual Special Effects (VFX) container system (such as the Niagara system), in the case of using static meshes in a conventional scene without the need to produce actual animation sequences, specify virtual objects in advance. When the interaction behavior of the virtual object meets a preset condition, set it as the rendering target of the mesh renderer of the visual effects system, and hide the original static mesh. Thus, similar to driving particles, the virtual object is made to perform motion behaviors such as rising, floating, and falling back to its original position.
[0175] Reference , Figure 6A is the third process schematic diagram of the method for interacting with virtual objects provided by the embodiment of the present application; it will be described in combination with the steps shown. Figure 7C The execution subject of the step is or Figure 7C the terminal device 400 in
[0176] In step 401A, in response to the interaction behavior of the virtual object in the virtual scene meeting the floating condition, detect the types of virtual objects within the preconfigured range of the virtual object.
[0177] Exemplarily, the floating condition is a preconfigured condition. When the floating condition is met, control the preconfigured virtual object in the virtual scene to float. The preconfigured range of the virtual object refers to the preconfigured range centered on the virtual object, and the specific size can be set according to the actual application scenario. The types of virtual objects include marked objects and unmarked objects, and the marked object (the first virtual object above) is the object used to perform floating. The following gives an example of the content of the floating condition: trigger a preconfigured skill and execute the interaction behavior corresponding to the preconfigured skill, and the interaction behavior includes but is not limited to the virtual object running, walking, jumping, etc.
[0178] is the first schematic diagram of the human-computer interaction interface provided by the embodiment of the present application; the virtual scene 501A in the human-computer interaction interface includes a first virtual object 502A, a first virtual object 503A, and a skill control 504A. The skill control 504A is used to trigger the virtual skill that makes the virtual object float. In response to the trigger operation for the skill control 504A, display the skill control 504A in another display manner, and this display manner indicates that the first virtual object 502A is in the state of using the skill.
[0179] Figure 6C is the second schematic diagram of the human-computer interaction interface provided by the embodiment of the present application; the skill control 504A displayed in another way is represented as The skill control 501B therein, when the skill control is displayed in the Figure 6C display mode in, in response to the first virtual object 502A performing a pre-configured interaction behavior (e.g., the virtual object in has moved), displays a scene where the first virtual object 503A floats.
[0180] In step 402A, when there is a marked object within the pre-configured range, the original model of the marked object is set to the hidden state, and the texture material of the marked object is set as the drawing target of the special effect renderer.
[0181] Exemplarily, the virtual object is composed of a static mesh (e.g., a 3D model) and a mesh asset. The mesh asset is, for example, the texture material covering the 3D model. The visual special effect system is usually a system function used to control the performance of special effects and special effect materials. Setting the texture material as the drawing target of the special effect renderer means setting the floating object in the scene as a mesh renderer that can be driven by the visual special effect system. Thus, a control system for efficiently computing the performance of floating objects by invoking the graphics processor is achieved. By setting the specified mesh asset as the drawing target of the mesh renderer, that is, by rendering the texture material of the virtual object through the visual special effect system, controlling the floating of the texture material to achieve floating similar to that of special effect materials; and in the form of hiding the original model, enabling the floating of the texture material to be driven by the visual special effect system to make the performance of natural floating objects.
[0182] To ensure that in the original virtual scene, pathfinding is not affected, the collision position and logic of the floating object have not changed. The actual root coordinate system (RCS) of the floating object has not changed. The root coordinate system is the basic coordinate system in the scene, used to uniformly define and describe the positions and directions of all objects. It serves as a global, fixed, and unified reference framework to ensure the consistency and stability of the scene.
[0183] In some embodiments, in response to repeatedly triggering the skill control, the Figure 6C screen is switched to the screen, and the virtual object lands. That is, the virtual object stops running, the floating duration of the virtual object reaches a specific duration, and the virtual object lands. The landing position of the virtual object is the same as the original position before floating. During the floating process, the mesh data of the object is not modified, so the root coordinate system of the virtual object has not changed, and the object will return to the original position after floating.
[0184] In step 403A, control the floating of the texture material of the marked object.
[0185] In the embodiments of the present application, since the static mesh neither relies on bones nor depends on action sequences, there is almost no performance overhead when the virtual object is not floating. When the virtual object is floating, the required rendering process is implemented by the graphics processor driving the mesh renderer. The swaying effect of the floating object is a rigid body simulation, and the rigid body simulation is a simulation without deformation. Refer to Figure 5C , is the third schematic diagram of the human-computer interaction interface provided by the embodiments of the present application; the virtual scene includes a first virtual object 503C and a virtual object 504C. The original position 501C of the first virtual object is the static mesh of the first virtual object, and the display position 502C shows the texture material of the first virtual object. Then, the user can see the following picture in the virtual scene: the virtual object is floating and there is no virtual object at the original position of the virtual object.
[0186] Refer to Figure 3B , is the fourth flowchart of the interaction method of the virtual object provided by the embodiments of the present application; Figure 3B is an implementation manner of the steps in
[0187] In step 401B, in response to meeting the floating condition, the objects in the virtual scene are detected.
[0188] Exemplarily, before step 401B is executed, a marker object for performing floating in the virtual scene is set by a technician (such as an artist or a programmer).
[0189] In step 402B, it is determined whether there is a marker object.
[0190] If there is a marker object, step 403B and step 404B are synchronously executed. In step 403B, the original model of the marker object is hidden. In step 404B, the texture material corresponding to the marker object is set as the rendering target of the special effect renderer.
[0191] If there is no marker object, the process ends.
[0192] In step 405B, according to the pre-configured parameters, the picture of the marker object rising is displayed.
[0193] Exemplarily, the pre-configured parameters include: the maximum height reached by the object, the duration required for the object to reach the maximum height from the original position, and the duration for the object to float at the maximum height. The pre-configured parameters are set by a technician. The floating height can be independently controlled based on the default value.
[0194] In step 406B, in response to the marker object reaching the pre-configured height, the picture of the marker object floating at the pre-configured height is displayed.
[0195] The process of virtual object floating can be set by artists, supporting different floating types for different objects, and can be achieved by adjusting the Fade Out Time. Based on the floating height and floating duration, the floating objects driven by the visual effect system have different rising rate rhythms. The fade out time refers to the processing effect in an audio or video clip where the volume or brightness gradually decreases. In the fade out time of the embodiments of the present application, it is a preset time, and the preset time includes: the time required for the object to move from the original position to the maximum height, and the duration of the object floating at the maximum height. Continue to refer to Figure 3B , the first virtual object 503C and multiple other virtual objects 505C in the virtual scene respectively have different floating heights and floating postures.
[0196] The virtual object interaction method provided by the embodiments of the present application has the following effects:
[0197] High degree of freedom: Players have an operation method to change the motion state of the floating object. That is, players can continuously activate or cancel the corresponding performance of the floating object by turning on and off the corresponding skill controls, with higher interactivity and operation freedom.
[0198] High production efficiency: By driving the mesh renderer through the underlying technology of the visual effect system, art editors can quickly configure tools, extremely improving the configuration efficiency of the floating objects by the project team, and the performance effect is stable. Since there is no need to generate animation sequences, it also greatly saves production time. Through the mechanism performance of the floating objects driven by the visual effect system, it well classifies and layers the interactive and static non-interactive objects in the scene, providing more tool means for the level design and mission design in the game.
[0199] Extremely low performance overhead: Since static meshes are used instead of skeletal meshes, and when the effect of the floating object is turned on, the static mesh is set as the mesh renderer of the visual effect system, while the original model is hidden. Therefore, the overall atmosphere performance of the floating object is driven by the graphics processor, without any central processing unit overhead. The number, type, and motion trajectory of the floating objects within the scene range basically have no performance limitations.
[0200] Next, continue to describe the exemplary structure of the implementation of the virtual object interaction device 455 provided by the embodiments of the present application as software modules. In some embodiments, as shown, the software modules in the virtual object interaction device 455 stored in the memory 450 may include:
[0201] A display module 4551 for displaying a virtual scene, wherein the virtual scene includes a first virtual object and a first virtual object body; the display module 4551 is further configured to control the first virtual object body to float in response to an interaction behavior of the first virtual object satisfying a floating condition, where the floating condition includes at least one of the following:
[0202] The first virtual object triggers a pre-configured skill and performs a pre-configured interaction behavior in the virtual scene; the first virtual object reaches a pre-configured area in the virtual scene; the first virtual object uses a pre-configured virtual prop; the first virtual object performs an interaction behavior with a virtual mechanism in the virtual scene.
[0203] In some embodiments, the display module 4551 is configured to control the first virtual object body to rise at a first speed, where the first speed is a ratio between a pre-configured height and a pre-configured rising time; in response to the current height of the first virtual object body reaching the pre-configured height, control the first virtual object body to float at the pre-configured height.
[0204] In some embodiments, a rendering module 4552 is configured to, before controlling the first virtual object body to float, mark at least one virtual object among a plurality of virtual objects as the first virtual object body, where the first virtual object body is an object for floating; in response to the interaction behavior of the first virtual object satisfying the floating condition, detect virtual objects within a first field of view of the first virtual object; in response to the presence of the first virtual object body within the first field of view, proceed to the step of controlling the first virtual object body to float.
[0205] In some embodiments, the display module 4551 is configured to control a three-dimensional model of the first virtual object body to be in a hidden state, and set a texture material covering the surface of the three-dimensional model as a rendering target, where the rendering target is used to display that the three-dimensional model in the hidden state occupies space in the virtual scene, and the texture material does not occupy space in the virtual scene; control the texture material to float.
[0206] In some embodiments, the display module 4551 is configured to control the first virtual object body to rise along a pre-configured trajectory; in response to the current height of the first virtual object reaching the pre-configured height, control the first virtual object body to float at the pre-configured height.
[0207] In some embodiments, the display module 4551 is configured to control the first virtual object body to rise, and
[0208] Control the displacement of the first virtual object in the horizontal direction according to the change in the line-of-sight direction of the first virtual object, where the change in the line-of-sight direction is an angular change in the horizontal direction, and the length of the displacement is positively correlated with the angular change; in response to the current height of the first virtual object reaching a pre-configured height, control the first virtual object to stop displacing in the horizontal direction and control the first virtual object to float at the pre-configured height.
[0209] In some embodiments, the display module 4551 for controlling the floating of the first virtual object includes:
[0210] Control the first virtual object to float in the vertical direction along a second motion trajectory according to the first motion trajectory of the first virtual object in the horizontal direction, where the second motion trajectory is the projection of the first motion trajectory in the vertical direction, and the moving speed of the first virtual object is positively correlated with the moving speed of the first virtual object; in response to the current height of the first virtual object reaching a pre-configured height, control the first virtual object to float at the pre-configured height.
[0211] In some embodiments, when the floating condition is that the first virtual object triggers a pre-configured skill and executes a pre-configured interaction behavior in the virtual scene, before controlling the first virtual object to float, display a skill control with a first graphic, where the first graphic represents that the virtual skill corresponding to the skill control has not been triggered; in response to a trigger operation on the skill control, display the skill control with a second graphic, where the second graphic represents that the virtual skill corresponding to the skill control has been triggered; in response to the first virtual object executing the pre-configured interaction behavior associated with the virtual skill, proceed to the step of controlling the first virtual object to float.
[0212] In some embodiments, when the floating condition is that the first virtual object reaches a pre-configured area in the virtual scene, before controlling the first virtual object to float, display the pre-configured area in the virtual scene in a first display manner, where the first display manner is different from the display manner of other areas outside the pre-configured area; in response to the first virtual object reaching the pre-configured area in the virtual scene, proceed to the step of controlling the first virtual object to float.
[0213] When the floating condition is that the first virtual object has performed an interaction behavior with a virtual mechanism in the virtual scene, before controlling the first virtual object to float, in response to the distance between the current position of the first virtual object and the position of the virtual mechanism being less than a distance threshold, a first prompt message is displayed, where the first prompt message is used to indicate that the virtual mechanism can be used to perform an interaction behavior; in response to the first virtual object having performed an interaction behavior with a virtual mechanism in the virtual scene, the step of controlling the first virtual object to float is entered.
[0214] In some embodiments, the display module 4551 is configured to, when the floating condition is that the first virtual object has used a pre-configured virtual prop, display the first virtual prop before controlling the first virtual object to float, where the first virtual prop is obtained by the first virtual object from the virtual scene or held by the first virtual object; in response to a trigger operation on the first virtual prop, display a plurality of the first virtual props in the virtual scene in a second display manner, where the second display manner is different from the display manner of virtual props other than the first virtual prop; in response to a selection operation on any one of the first virtual props, control the selected first virtual object to float.
[0215] In some embodiments, the display module 4551 is configured to, when the virtual prop is a virtual attack prop, when controlling the first virtual object to float, in response to an attack operation of the first virtual object on the first virtual object based on the virtual attack prop, adjust the floating state of the first virtual object according to the parameters of the interaction operation in at least one of the following ways:
[0216] Prolong the floating duration of the first virtual object according to the number of executions of the attack operation, where the number of executions is positively correlated with the prolonged floating duration; adjust the movement direction during the floating of the first virtual object according to a first direction in which the center point of the first virtual object points to the hit position, where the hit position is the position where the first virtual object is attacked by the attack operation, and the first direction is opposite to the movement direction.
[0217] In some embodiments, the display module 4551 is configured to, when controlling the first virtual object to float, display the floating picture of the first virtual object in the first visual field picture of the first virtual object and the second visual field picture of the second virtual object, where the first virtual object and the second virtual object are in the same camp; in the third visual field picture of the third virtual object, display the three-dimensional model of the first virtual object and the texture material covering the surface of the three-dimensional model at the original position of the first virtual object, where the third virtual object and the first virtual object are in different camps.
[0218] In some embodiments, the display module 4551 is configured to, when there is an occlusion relationship between the first virtual object at the original position and the third virtual object and the first virtual object does not float, hide the third virtual object in the first visual field picture of the first virtual object; when controlling the first virtual object to float, display the third virtual object in the first visual field picture of the first virtual object; in response to an attack operation of the first virtual object on the third virtual object, display the damage value suffered by the third virtual object according to the impact resistance strength parameter of the first virtual object and the penetration performance parameter of the attack operation, where the attack operation passes through the original position of the first virtual object.
[0219] In some embodiments, the display module 4551 is configured to, after controlling the first virtual object to float, in response to the duration of the first virtual object floating at a pre-configured height reaching a pre-configured duration, control the first virtual object to land, where the landing position of the first virtual object is at the original position of the three-dimensional model of the first virtual object.
[0220] In some embodiments, the display module 4551 is configured to, after controlling the first virtual object to float, when the first virtual object is floating, in response to the interaction behavior of the first virtual object meeting the landing conditions, control the first virtual object to land, where the landing conditions include at least one of the following:
[0221] The first virtual object repeatedly triggers the pre-configured skill in the virtual scene; the current position of the first virtual object is outside the pre-configured area; the first virtual object repeatedly uses the pre-configured virtual item; the first virtual object and the virtual mechanism in the virtual scene repeatedly execute the interaction behavior.
[0222] In some embodiments, the display module 4551 is configured to, after controlling the first virtual object to float, in response to an operation of selecting a location in the virtual scene, highlight the selected target location; in response to a pathfinding operation between the target location in the virtual scene and the current location of the first virtual object, determine the positions of obstacles in the virtual scene, where the positions of obstacles include the original position before the first virtual object floats; generate a path trajectory between the target location and the current location of the first virtual object according to the positions of obstacles, the target location, and the current location of the first virtual object, and display the path trajectory, where the path trajectory does not pass through the positions of obstacles.
[0223] An embodiment of the present application provides a computer program product, which includes a computer program or computer executable instructions, and the computer program or computer executable instructions are stored in a computer-readable storage medium. A processor of an electronic device reads the computer program or computer executable instructions from the computer-readable storage medium, and the processor executes the computer program or computer executable instructions, so that the electronic device executes the interaction method of the virtual object in the above embodiments of the present application.
[0224] An embodiment of the present application provides a computer-readable storage medium storing computer executable instructions, where computer executable instructions or a computer program are stored, and when the computer executable instructions or the computer program are executed by a processor, the processor will be caused to execute the interaction method of the virtual object provided by the embodiment of the present application. For example, as Figure 5C Figure 5C Figure 7B Figure 7B Figure 7A Figure 7A Figure 8A Figure 8A Figure 5B Figure 5A Figure 5A Figure 8B Figure 8B Figure 4A Figure 4A Figure 4A Figure 4A Figure 1A Figure 1B Figure 5A Figure 5B Figure 5B Figure 5B Figure 5B Figure 5B Figure 5A Figure 5C Figure 5C Figure 4B Figure 4B Figure 4B Figure 4A Figure 5C Figure 2 Figure 3A the interaction method of the virtual object shown.
[0225] 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 disc, or CD-ROM; or may be various devices including one or any combination of the above memories.
[0226] In some embodiments, the computer executable instructions may be in the form of a program, software, software module, script, or code, and may be written in any form of programming language (including compiled or interpreted language, or declarative or procedural language), and may be deployed in any form, including being deployed as an independent program or being deployed as a module, component, subroutine, or other unit suitable for use in a computing environment.
[0227] As an example, the computer-executable instructions may or may not correspond to files in a file system, and may be stored as part of a file that holds other programs or data. For example, they may be stored in one or more scripts in a HyperText Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple cooperating files (such as files that store one or more modules, subroutines, or portions of code).
[0228] As an example, the computer-executable instructions may be deployed to execute on one electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.
[0229] In summary, through the embodiments of the present application, a first virtual object and a first virtual object body are displayed in a virtual scene; in response to the interaction behavior of the first virtual object satisfying a floating condition, the first virtual object body is controlled to float, and there are multiple floating conditions, which improves the freedom of interaction between the virtual object and the virtual object body. The multiple floating conditions correspond to different interaction behaviors, providing users with rich operation options, reducing the operation difficulty, and improving the interaction efficiency. By triggering the floating effect of the virtual object body through conditions, compared with the related art in which the virtual object body is set to float continuously, there is no need to maintain the continuous floating effect of the virtual object body. Only when the interaction behavior of the first virtual object satisfies the floating condition, the resources related to the floating of the object will be loaded and processed, which can save the computing resources required for the virtual scene. The position of the three-dimensional model of the virtual object body is maintained, and only the texture material of the virtual object body is controlled to float, without adjusting the resources required for the physical collision of the virtual object body, saving the computing resources of the virtual scene.
[0230] The above is only the embodiments of the present application and is not intended to limit the protection scope of the present application. Any modifications, equivalent replacements, and improvements made within the spirit and scope of the present application are included in the protection scope of the present application.
Claims
1. An interaction method for virtual objects, characterized in that, The method includes: Displaying a virtual scene, where the virtual scene includes a first virtual object and a first virtual object body; In response to the interaction behavior of the first virtual object satisfying the floating condition, controlling the first virtual object body to float, where the floating condition includes at least one of the following: The first virtual object triggers a pre-configured skill and performs a pre-configured interaction behavior in the virtual scene; The first virtual object reaches a pre-configured area in the virtual scene; The first virtual object uses a pre-configured virtual prop; The first virtual object performs an interaction behavior with a virtual mechanism in the virtual scene.
2. The method according to claim 1, characterized in that, The controlling the first virtual object body to float includes: Controlling the first virtual object body to rise at a first speed, where the first speed is the ratio between a pre-configured height and a pre-configured rising time; In response to the current height of the first virtual object body reaching the pre-configured height, controlling the first virtual object body to float at the pre-configured height.
3. The method according to claim 1, wherein Before the controlling the first virtual object body to float, the method further includes: Marking at least one virtual object body among a plurality of virtual object bodies as the first virtual object body, where the first virtual object body is an object for floating; In response to the interaction behavior of the first virtual object satisfying the floating condition, detecting the virtual object bodies within the first field of view of the first virtual object; In response to the existence of the first virtual object body within the first field of view, transitioning to the step of controlling the first virtual object body to float.
4. The method according to claim 3, wherein The controlling the first virtual object body to float includes: Controlling the three-dimensional model of the first virtual object body to be in a hidden state, and setting the texture material covering the surface of the three-dimensional model as a rendering target, where the rendering target is used to display that in the hidden state, the three-dimensional model occupies space in the virtual scene, and the texture material does not occupy space in the virtual scene; Controlling the texture material to float.
5. The method according to claim 1, characterized in that, The controlling the first virtual object body to float includes: Controlling the first virtual object body to rise according to a pre-configured trajectory; In response to the current height of the first virtual object reaching the pre-configured height, controlling the first virtual object body to float at the pre-configured height.
6. The method according to claim 1, characterized in that, The controlling the first virtual object body to float includes: Controlling the first virtual object body to rise, and According to the change in the line-of-sight direction of the first virtual object, controlling the displacement of the first virtual object body in the horizontal direction, where the change in the line-of-sight direction is an angular change in the horizontal direction, and the length of the displacement is positively correlated with the angular change; In response to the current height of the first virtual object body reaching the pre-configured height, controlling the first virtual object body to stop displacing in the horizontal direction, and controlling the first virtual object body to float at the pre-configured height.
7. The method according to claim 1, wherein The controlling the first virtual object body to float includes: Control the first virtual object to float in the vertical direction along a second motion trajectory according to the first motion trajectory of the first virtual object in the horizontal direction, where the second motion trajectory is the projection of the first motion trajectory in the vertical direction, and the moving speed of the first virtual object is positively correlated with the moving speed of the first virtual object; In response to the current height of the first virtual object reaching a preconfigured height, control the first virtual object to float at the preconfigured height.
8. The method according to claim 1, wherein When the floating condition is that the first virtual object triggers a preconfigured skill and performs a preconfigured interaction behavior in the virtual scene, before controlling the first virtual object to float, the method further includes: Display a skill control with a first graphic, where the first graphic indicates that the virtual skill corresponding to the skill control has not been triggered; In response to a trigger operation on the skill control, display the skill control with a second graphic, where the second graphic indicates that the virtual skill corresponding to the skill control has been triggered; In response to the first virtual object performing the preconfigured interaction behavior associated with the virtual skill, proceed to the step of controlling the first virtual object to float.
9. The method according to claim 1, wherein When the floating condition is that the first virtual object reaches a preconfigured area in the virtual scene, before controlling the first virtual object to float, the method further includes: Display the preconfigured area in the virtual scene in a first display manner, where the first display manner is different from the display manner of other areas outside the preconfigured area; In response to the first virtual object reaching the preconfigured area in the virtual scene, proceed to the step of controlling the first virtual object to float; When the floating condition is that the first virtual object has performed an interaction behavior with a virtual mechanism in the virtual scene, before controlling the first virtual object to float, the method further includes: In response to the distance between the current position of the first virtual object and the position of the virtual mechanism being less than a distance threshold, display a first prompt message, where the first prompt message is used to indicate that the virtual mechanism can be used to perform an interaction behavior; In response to the first virtual object performing an interaction behavior with the virtual mechanism in the virtual scene, proceed to the step of controlling the first virtual object to float.
10. The method according to claim 1, characterized in that, When the floating condition is that the first virtual object has used a preconfigured virtual item, before controlling the first virtual object to float, the method further includes: Display a first virtual item, where the first virtual item is obtained by the first virtual object from the virtual scene or held by the first virtual object; In response to a trigger operation on the first virtual item, display multiple first virtual items in the virtual scene in a second display manner, where the second display manner is different from the display manner of virtual items other than the first virtual item; In response to a selection operation on any one of the first virtual items, control the selected first virtual object to float.
11. The method according to claim 10, wherein When the virtual item is a virtual attack item, when controlling the first virtual object to float, the method further includes: In response to an attack operation of the first virtual object on the first virtual object based on the virtual attack item, adjusting the floating state of the first virtual object according to the parameters of the interaction operation in at least one of the following ways: Prolong the floating duration of the first virtual object according to the number of executions of the attack operation, where the number of executions is positively correlated with the prolonged floating duration; Adjust the movement direction during the floating of the first virtual object according to a first direction pointing from the center point of the first virtual object to the hit position, where the hit position is the position where the first virtual object is attacked by the attack operation, and the first direction is opposite to the movement direction.
12. The method according to any one of claims 1 to 11, characterized in that When controlling the first virtual object to float, in the first view screen of the first virtual object and the second view screen of the second virtual object, display the floating screen of the first virtual object, where the first virtual object and the second virtual object are in the same camp; In the third view screen of the third virtual object, at the original position of the first virtual object, display the three-dimensional model of the first virtual object and the texture material covering the surface of the three-dimensional model, where the third virtual object and the first virtual object are in different camps.
13. The method according to claim 12, wherein The method further includes: When there is an occlusion relationship between the first virtual object and the third virtual object at the original position and the first virtual object does not float, hide the third virtual object in the first view screen of the first virtual object; When controlling the first virtual object to float, display the third virtual object in the first view screen of the first virtual object; In response to an attack operation of the first virtual object on the third virtual object, display the damage value received by the third virtual object according to the impact resistance strength parameter of the first virtual object and the penetration performance parameter of the attack operation, where the attack operation passes through the original position of the first virtual object.
14. The method according to any one of claims 1 to 11, characterized in that, After controlling the first virtual object to float, the method further includes: In response to the floating duration of the first virtual object at the pre-configured height reaching the pre-configured duration, control the first virtual object to land, where the landing position of the first virtual object is at the original position of the three-dimensional model of the first virtual object.
15. The method according to any one of claims 1 to 11, characterized in that, After controlling the first virtual object to float, the method further includes: When the first virtual object is floating, in response to the interaction behavior of the first virtual object meeting the landing condition, control the first virtual object to land, where the landing condition includes at least one of the following: The first virtual object repeatedly triggers the pre-configured skill in the virtual scene; The current position of the first virtual object is outside the pre-configured area; The first virtual object repeatedly uses the pre-configured virtual item; The first virtual object and the virtual mechanism in the virtual scene repeatedly execute the interaction behavior.
16. The method according to any one of claims 1 to 11, characterized in that After controlling the first virtual object to float, the method further includes: In response to an operation of selecting a location in the virtual scene, highlighting the selected target location; In response to a pathfinding operation between the target location and the current location of the first virtual object in the virtual scene, determining the positions of obstacles in the virtual scene, where the obstacle positions include the original positions before the first virtual object floats; Generating a path trajectory between the target location and the current location of the first virtual object according to the obstacle positions, the target location, and the current location of the first virtual object, and displaying the path trajectory, where the path trajectory does not pass through the obstacle positions.
17. An interactive device for virtual objects, characterized in that, The device includes: A display module for displaying a virtual scene, where the virtual scene includes a first virtual object and a first virtual object body; The display module is further configured to control the first virtual object body to float in response to the interaction behavior of the first virtual object satisfying the floating condition, where the floating condition includes at least one of the following: The first virtual object triggers a pre-configured skill and performs a pre-configured interaction behavior in the virtual scene; The first virtual object reaches a pre-configured area in the virtual scene; The first virtual object uses a pre-configured virtual prop; The first virtual object performs an interaction behavior with a virtual mechanism in the virtual scene.
18. An electronic device, characterized in that, The electronic device includes: A memory for storing computer-executable instructions or a computer program; A processor for implementing the interaction method of the virtual object according to any one of claims 1 to 16 when executing the computer-executable instructions or the computer program stored in the memory.
19. A computer-readable storage medium storing computer-executable instructions or a computer program, characterized in that, The computer-executable instructions or the computer program, when executed by the processor, implement the interaction method of the virtual object according to any one of claims 1 to 16.
20. A computer program product, comprising computer-executable instructions or a computer program, characterized in that, The computer-executable instructions or the computer program, when executed by the processor, implement the interaction method of the virtual object according to any one of claims 1 to 16.
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