Action information synchronization method and device in virtual reality scene and electronic equipment
By acquiring target action sets and action identifiers in virtual reality scenes and dynamically adjusting them using cloud service instances, the network bandwidth limitations and data latency issues during data synchronization of virtual characters controlled by multiple users in virtual reality scenes are resolved, achieving efficient action and position synchronization and improving the user experience.
Patent Information
- Application Number
- CN202511713306.6
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- Filing Date
- 2025-11-20
- Publication Date
- 2026-02-17
AI Technical Summary
In virtual reality scenarios, when synchronizing data information of virtual characters controlled by multiple users, there are network bandwidth limitations and data latency issues. Especially in scenarios where multiple users participate simultaneously, network resources are consumed in large quantities, leading to network congestion and delays, which affects the user experience.
By receiving the action and location information of virtual characters, the system obtains the target action set and action identifier, and synchronizes them to the target client and cloud service instance. The cloud service instance is then used for dynamic adjustment and expansion, reducing the amount of data transmission and achieving efficient synchronization of actions and locations.
It enables synchronized actions for multi-person online interaction in virtual reality scenarios, reducing network congestion and data latency, and improving user experience.
Smart Images

Figure CN121547463A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of virtual reality technology, and more specifically, to a method, apparatus, and electronic device for synchronizing motion information in a virtual reality scene. Background Technology
[0002] With the rapid development of virtual reality (VR) technology, multi-user online virtual interaction has become an important part of the metaverse, online education, remote collaboration, and entertainment fields. However, related technologies face significant network bandwidth limitations and data latency issues when synchronizing the data of virtual characters controlled by multiple users in virtual reality scenarios. This is mainly reflected in the following aspects: First, the motion information of virtual characters in virtual reality scenarios typically includes precise position, rotation, scaling, and rich motion details. This data volume is enormous and has high real-time requirements, leading to huge consumption of network bandwidth resources in scenarios with multiple users participating simultaneously. This easily causes network congestion and latency, affecting user experience. Second, related information synchronization technologies, such as using complete motion data streams for real-time transmission or relying on predictive models to reduce data transmission, cannot effectively solve the problem. The former directly leads to excessive consumption of network resources, while the latter, although reducing the data volume to some extent, has high training costs and limited accuracy for predictive models. Furthermore, its effectiveness is often challenged in highly dynamic and unpredictable virtual reality environments, failing to guarantee the real-time performance and accuracy of motion synchronization. Furthermore, in scenarios involving a large number of users online simultaneously and interacting frequently, challenges remain, including high server load and long information synchronization delays. A key technical issue that urgently needs to be addressed is how to effectively reduce network bandwidth consumption while ensuring real-time action synchronization. In summary, the relevant technologies have limitations in multi-user data synchronization within virtual reality scenarios, failing to simultaneously meet the requirements of high real-time performance, high precision, and low bandwidth consumption.
[0003] There is currently no effective solution to the above problems. Summary of the Invention
[0004] This invention provides a method, apparatus, and electronic device for synchronizing motion information in a virtual reality scene, in order to at least solve the technical problems of network bandwidth limitations and data latency in related technologies when synchronizing data information of multiple user-controlled virtual characters in a virtual reality scene.
[0005] According to one aspect of the present invention, a method for synchronizing motion information in a virtual reality scene is provided, comprising: receiving virtual character data information from a target client, wherein the virtual character data information includes motion information and location information of a target virtual character; acquiring a target motion set and a target motion identifier matching the virtual character data information, wherein the target motion set includes key motion features of the target virtual character; synchronizing the target motion set and the target motion identifier to a target client for the target client to synchronize the motion of the target virtual character; synchronizing the location information and the target motion identifier of the target virtual character to multiple cloud service instances, wherein a cloud service instance refers to a set of computing resources provided by a cloud service platform that supports dynamic adjustment and expansion, for synchronizing the target motion identifier and location information to other clients besides the target client; and other clients are used to synchronize the motion of the target virtual character based on the target motion identifier and location information.
[0006] According to another aspect of the present invention, a motion information synchronization device in a virtual reality scene is also provided, comprising: an information receiving module, configured to receive virtual character data information from a target client, wherein the virtual character data information includes motion information and location information of the target virtual character; an information matching module, configured to acquire a target motion set and a target motion identifier that match the virtual character data information, wherein the target motion set includes key motion features of the target virtual character; an information synchronization module, configured to synchronize the target motion set and the target motion identifier to the target client, for the target client to synchronize the motion of the target virtual character; and an information sending module, configured to synchronize the location information and the target motion identifier of the target virtual character to multiple cloud service instances, wherein a cloud service instance refers to a set of computing resources provided by a cloud service platform that supports dynamic adjustment and expansion, for synchronizing the target motion identifier and location information to other clients besides the target client; the other clients are used to synchronize the motion of the target virtual character based on the target motion identifier and location information.
[0007] According to another aspect of the present invention, a non-volatile storage medium is also provided, which stores a plurality of instructions, the instructions being adapted for a method for synchronizing motion information in a virtual reality scene, any one of which is loaded and executed by a processor.
[0008] According to another aspect of the present invention, an electronic device is also provided, including one or more processors and a memory, the memory being used to store one or more programs, wherein when the one or more programs are executed by the one or more processors, the one or more processors implement any one of the motion information synchronization methods in a virtual reality scene.
[0009] According to another aspect of the present invention, a computer program product is also provided, including a computer program, wherein when the computer program is executed by a processor, it implements the steps of any one of the motion information synchronization methods in a virtual reality scene.
[0010] In this embodiment of the invention, virtual character data information is received from a target client, wherein the virtual character data information includes the target virtual character's action information and location information; a target action set and target action identifier matching the virtual character data information are obtained, wherein the target action set includes the target virtual character's key action features; the target action set and target action identifier are synchronized to the target client for the target client to synchronize the target virtual character's actions; the target virtual character's location information and target action identifier are synchronized to multiple cloud service instances, wherein a cloud service instance refers to a set of computing resources provided by a cloud service platform that supports dynamic adjustment and expansion, used to synchronize the target action identifier and location information. The system synchronizes information to other clients besides the target client. These other clients are used to synchronize the actions of the target virtual character based on the target action identifier and location information. This achieves the goal of quickly determining the matching target action set and target action identifier from the virtual character data information and synchronizing them to the target client, as well as synchronizing them to other clients via cloud service instances. This enables action synchronization in multi-user online virtual interaction scenarios, thereby reducing data transmission volume while minimizing network congestion and data latency. It also solves the technical problems of network bandwidth limitations and data latency in related technologies when synchronizing the data information of multiple user-controlled virtual characters in virtual reality scenarios. Attached Figure Description
[0011] The accompanying drawings, which are included to provide a further understanding of the invention and form part of this application, illustrate exemplary embodiments of the invention and, together with their description, serve to explain the invention and do not constitute an undue limitation thereof. In the drawings:
[0012] Figure 1 This is a schematic diagram of an optional device structure according to an embodiment of the present invention;
[0013] Figure 2 This is a flowchart of a motion information synchronization method in a virtual reality scene according to an embodiment of the present invention;
[0014] Figure 3 This is a schematic diagram of an optional information synchronization process according to an embodiment of the present invention;
[0015] Figure 4 This is a flowchart of an optional motion information synchronization method in a virtual reality scene according to an embodiment of the present invention;
[0016] Figure 5This is a schematic diagram of the workflow of an optional motion processing unit according to an embodiment of the present invention;
[0017] Figure 6 This is a schematic diagram of the workflow of an optional customer service unit according to an embodiment of the present invention;
[0018] Figure 7 This is a schematic diagram of the workflow of an optional cloud service processing unit according to an embodiment of the present invention;
[0019] Figure 8 This is a schematic diagram of a motion information synchronization device in a virtual reality scene according to an embodiment of the present invention. Detailed Implementation
[0020] To enable those skilled in the art to better understand the present invention, the technical solutions of the present invention will be clearly and completely described below with reference to the accompanying drawings of the embodiments of the present invention. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort should fall within the scope of protection of the present invention.
[0021] It should be noted that the terms "first," "second," etc., in the specification, claims, and accompanying drawings of this invention are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such data can be interchanged where appropriate so that the embodiments of the invention described herein can be implemented in orders other than those illustrated or described herein. Furthermore, the terms "comprising" and "having," and any variations thereof, are intended to cover a non-exclusive inclusion; for example, a process, method, system, product, or apparatus that comprises a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0022] According to an embodiment of the present invention, a method embodiment for synchronizing motion information in a virtual reality scene is provided. It should be noted that the steps shown in the flowchart in the accompanying drawings can be executed in a computer system such as a set of computer-executable instructions. Furthermore, although a logical order is shown in the flowchart, in some cases, the steps shown or described may be executed in a different order than that shown here.
[0023] Figure 1 This is a schematic diagram of an optional device structure according to an embodiment of the present invention. The method of this embodiment can be applied to... Figure 1The server shown can be composed of four units: an information interaction unit, an action processing unit, a cloud service information processing unit, and a distributed information synchronization unit. The information interaction unit receives virtual character data from external clients, parses the data, and sends corresponding virtual character data to different clients according to channel divisions. The action processing unit analyzes the actions and postures of different virtual characters, extracts action sets based on parameters, and transmits the action set information of a specific virtual character to the cloud service information processing unit for synchronization with other clients. It also decodes the received action set information and controls the virtual character to display corresponding actions. The cloud service information processing unit consists of a group of cloud instances, the number of which can be adjusted manually or automatically to adapt to load pressure. Its main function is to send information such as the location and posture of virtual characters in the scene to clients connected to the cloud service instances, enabling real-time interaction between clients. The distributed information synchronization unit is used for distributed state management and information synchronization, mainly focusing on saving client connection states and client information, ensuring data consistency, and synchronizing spatial information. The customer service unit is used by the customer to render characters in the virtual reality exhibition hall based on the received location, action information and other data, and at the same time synchronize the information of the virtual characters operated by the user to the server.
[0024] Figure 2 This is a flowchart of a motion information synchronization method in a virtual reality scene according to an embodiment of the present invention, such as... Figure 2 As shown, the method includes the following steps:
[0025] Step S102: Receive virtual character data information from the target client, wherein the virtual character data information includes the target virtual character's action information and location information.
[0026] Optionally, real-time data about the virtual character can be received, including the character's current movement information and precise location information. In a virtual reality environment, every user's movement needs to be captured and converted into a digital signal, then uploaded to the server via the network for synchronization with other clients participating in the same scene. Location information describes the virtual character's coordinates in the virtual world, which is crucial for maintaining spatial awareness during multi-user interaction.
[0027] The execution entity for steps S102 to S108 can specifically be the action processing unit in the server, and the virtual character data information can be sent via the information interaction unit. For example... Figure 1As shown, the information interaction unit includes an information acquirer and an information transmitter. Serving as the external interface of the device, its main function is to receive client data and send the processed information from the cloud service to each connected client. The information acquirer receives information messages from each client, parses them according to a predetermined format, and obtains information such as the virtual character's posture and location. The information transmitter sends the processed information from the cloud service in groups to the connected clients. The information parser parses and obtains information such as the virtual character's posture and location according to user-defined configuration information.
[0028] Step S104: Obtain the target action set and target action identifier that match the virtual character data information, wherein the target action set includes the key action features of the target virtual character.
[0029] Optionally, after receiving the virtual character data, a motion set matching the uploaded motion can be found from a pre-built motion library. The motion set contains a predefined series of key motion features, which are optimized minimum motion units used to reconstruct motion details. Motion tags are labels used for quickly identifying and retrieving motion sets, significantly reducing the bandwidth required for data transmission. By converting complex motion data into simple tags, the amount of data transmitted can be greatly reduced without affecting motion quality.
[0030] In one optional embodiment, obtaining the target action set and target action identifier that match the virtual character data information includes: determining, based on the virtual character data information, whether the target virtual character is a new virtual character or whether the target virtual character's action is a new action; if the target virtual character is not a new virtual character and the target virtual character's action is not a new action, obtaining the target action set and target action identifier from the action memory; or if the target virtual character is a new virtual character or the target virtual character's action is a new action, extracting the target action set and target action identifier based on the virtual character data information.
[0031] Optionally, before synchronizing action information, the specific identifiers and action parameters in the virtual character data can be analyzed to determine whether the received target virtual character data is associated with a previously unidentified virtual character, or whether the virtual character is performing an action that has not been recorded before. If it is determined that the target virtual character is not newly added, and the action it is performing has been previously recorded and processed, then the corresponding target action set and action identifier will be retrieved directly from the pre-stored action library. This action library contains all predefined actions that virtual characters participating in the virtual reality scene can perform, as well as optimized feature descriptions of these actions. Retrieving data directly from the library can greatly save time and computing resources, because there is no need to re-extract and process features for known actions. Conversely, if the target virtual character is appearing in the scene for the first time, or is performing a completely new action, then a deep analysis based on the received virtual character data is required to extract the key features constituting the action and form a new target action set. At the same time, a unique action identifier will be assigned to this action set for quick identification and synchronization. This process involves expanding the existing action set and optimizing the processing of new actions to ensure that the system's data synchronization efficiency remains high even when faced with diverse virtual characters and actions.
[0032] Using the above methods, a quick retrieval strategy is adopted for known virtual characters and actions, directly utilizing existing resources for synchronization; while for newly added virtual characters or newly performed actions, in-depth analysis and feature extraction are used to generate new action sets and identifiers, thereby ensuring that the behavior of all virtual characters can be covered, and that the action library can be continuously enriched and improved as the scene develops and user behavior changes, ultimately achieving smooth, real-time, and accurate synchronization of multi-person actions in virtual reality scenes, while minimizing network bandwidth usage and improving the overall interactive experience.
[0033] In one optional embodiment, based on virtual character data information, the target action set and target action identifier are extracted, including: extracting the key action set of the target virtual character from the virtual character data information; and smoothing the key action set using the Bézier curve method to obtain the target action set and target action identifier.
[0034] Optionally, upon receiving virtual character data containing new virtual characters or actions, key elements constituting the actions are filtered and extracted to form a key action set. The key action set typically contains core features describing the action, such as joint rotation and body displacement paths. These features capture the key points of the action without transmitting complete action data. Once the key action set is extracted, these key action points are smoothed to ensure the fluidity and naturalness of the virtual character's actions. Bézier curves are curves used to create smooth transitions between multiple points; the Bézier curve method can be used to smooth the action points in the key action set. This method optimizes action performance, ensuring that interactions in the virtual reality scene remain efficient, real-time, and of high quality even when new elements are added.
[0035] In one optional embodiment, the key action set is smoothed using the Bézier curve method to obtain the target action set and the target action identifier. This includes: extracting attribute information for each action point in the key action set, wherein the attribute information includes the timestamp, corresponding position, rotation attribute, and scaling attribute of the corresponding action point; based on the attribute information, using a quartic Bézier curve algorithm to smooth the transition between adjacent action points in the key action set to obtain the virtual character's action trajectory, wherein the start point, end point, and at least three control points of the quartic Bézier curve correspond to specific action points in the key action set; and based on the virtual character's action trajectory, obtaining the target action set and the target action identifier.
[0036] Optionally, for each action point in the key action set, detailed attribute information is extracted, including but not limited to timestamps, position coordinates, rotation angles, and scaling ratios. Timestamps represent the time the action point occurs, used to synchronize the action sequence on the timeline; position coordinates describe the virtual character's position changes in space; rotation and scaling attributes reflect changes in the virtual character's posture and size adjustments, respectively—all fundamental elements for constructing realistic motion trajectories. After obtaining all necessary attribute information, a quartic Bézier curve algorithm is used to smooth the transition between adjacent action points in the key action set. Quartic Bézier curves provide more refined control points, generating smoother and more complex motion trajectories. The start and end points of the curve correspond to two consecutive action points in the key action set, while at least three control points are flexibly selected based on the complexity of the action and the required smoothness. These control points guide the shape of the curve, ensuring a smooth transition from one action point to another without abrupt changes, resulting in a fluid and natural performance of the virtual character's movements. After the above smoothing process, a continuous and smooth trajectory describing the virtual character's actions is obtained. This trajectory not only contains the positional information of the action points but also incorporates optimized rotation and scaling variations, forming a more complete and detailed description of the action. The target action set constructed based on this trajectory contains all the optimized action information after smoothing and can be considered as the final action instruction set used for synchronization to the client. The creation of the target action set involves transforming each action point on the smoothed trajectory into a specific action instruction. This allows the client to accurately drive the virtual character to perform the corresponding action upon receiving the target action set, ensuring the realism of the action while significantly reducing the amount of data transmitted and improving synchronization efficiency. Setting the target action set includes not only the action instructions themselves but also their unique encoded identifiers. Unified encoding reduces unnecessary data redundancy and further reduces network transmission pressure. This embodiment not only focuses on data compression and transmission efficiency but also emphasizes the quality of action performance and the improvement of user experience. It utilizes advanced mathematical tools such as Bézier curves for action smoothing, ensuring that even under limited network bandwidth, action synchronization in virtual reality scenes remains smooth and realistic.
[0037] Optionally, when a new virtual character or a change in the virtual character's actions (such as a new action) is detected, the action extractor in the action processing unit can be used to extract the target action set and the corresponding target action identifier. Specifically, the action extractor performs the following operations: reads the action information stored in the virtual character's corresponding model file database, processes the action animation according to preset configuration information (adjustable, such as setting: 100ms action, extract 5 actions), and extracts attribute information such as timestamp, position, rotation, and scaling according to fixed time intervals and other methods (linear interpolation, spline interpolation, etc.). Simultaneously, to ensure smooth transitions between action points, a quartic Bézier curve can be used for the transition, as shown in the following formula: ,in, It is the starting point. It is a control point. It is the endpoint; parameters This represents the interpolation ratio from the starting point to the ending point, and its value range is usually [0, 1]. It is a position vector. The extracted motion set applies a smooth curve as the corresponding virtual character's motion trajectory, driving the position transformation of the skeleton, performing corresponding rotations and scaling, and completing the virtual character's motion driving. Furthermore, the generated motions are sequentially and uniformly numbered and stored in a unique motion set (i.e., the target motion set) (numbered by motion name + number / letter sequence; both the motion and the motion set are encoded). This target motion set is bound to the corresponding virtual character skeleton. It should be noted that by extracting the target motion set using this device, the animation is simplified to corresponding key actions and their accompanying smooth curves, reducing the amount of data transmission (only the motion set encoding and the current moment's motion encoding need to be transmitted). Simultaneously, the client directly executes the corresponding motion set, ensuring that the virtual character's motion is almost identical across all clients.
[0038] Optionally, a quartic Bézier curve algorithm can be used to smooth the transition between adjacent action points in the key action set. This can be achieved, but is not limited to, in the following ways:
[0039] S1041 uses a Bézier curve to smooth each discrete point. The evaluation of the t parameter in the formula is particularly important. The value of the t parameter can be determined based on the error estimate in the following way: ,in, This is the maximum allowable error. This indicates rounding up. n represents the number of control points in the curve excluding the start and end points plus 1 (for example, a quartic curve includes the start point, four control points, and the end point, but when calculating n, only the extra control points are considered, so n = 4 + 1 = 5). The range of values is determined based on actual engineering experience. Users can set this range independently. First, determine n, then determine the value of the t parameter for the Bézier curve. n determines the degree of subdivision of the Bézier curve, that is, how many interpolation points the curve will be smoothed to. Once n is determined, the positions of these interpolation points can be calculated using t values that are uniformly distributed in the interval [0, 1], thus generating a smooth motion curve.
[0040] S1042, when smoothing a curve, the interpolation point data is processed in the following manner. Normalization is performed: ,in, These are the interpolation points after normalization. Minimum value in the interpolation point set. The set of interpolation points has the most values.
[0041] S1043 uses a quartic Bézier curve for smoothing, thus smoothing 5 interpolation points at a time. When smoothing two consecutive curves, the interpolation points overlap by 2, resulting in a smoother motion curve. For example, in the walking posture / motion animation of a virtual character, 10 movements are obtained through interpolation, forming a motion set, and then smoothed using 3 Bézier curves. smooth , , , , , smooth , , , , , smooth , , , , ,in , The two curves are , The two points coincide. , The two curves are , The two points coincide.
[0042] S1044, which passes through the midpoint of a smoothed Bézier curve, can be used directly after inverse normalization: ,in, It is the midpoint of the normalized curve. Original point to be processed Minimum value in the interpolation point set. The maximum value in the interpolation point set.
[0043] Step S106: Synchronize the target action set and target action identifier to the target client, so that the target client can synchronize the actions of the target virtual character.
[0044] Optionally, after obtaining the matching action set and identifiers, this information is fed back to the target client that initially uploaded the data. This is to ensure that the target client can update its controlled virtual character according to the latest action features and identifiers, achieving action synchronization. Since the action set and identifiers have been optimized, this process will not place too much burden on the network, while maintaining the consistency and realism of the actions.
[0045] In one optional embodiment, when the target virtual character is not a new virtual character and the target virtual character's action is not a new action, synchronizing the target action set and the target action identifier to the target client includes: synchronizing the target action identifier to the target client; when the target client does not find the target action set locally based on the target action identifier, receiving an action set request sent by the target client, wherein the action set request is used to request the sending of the target action set; and sending the target action set to other clients based on the action set request.
[0046] Optionally, when the target virtual character and its actions have been identified (i.e., the action set exists in the action memory), the target action identifier can be synchronized to the target client simply through the action synchronizer in the action processing unit. The action identifier is an efficient and compact code representing the entire action set, significantly reducing the amount of data transmitted over the network and accelerating the synchronization process. The target client can determine what action the virtual character is about to or is performing based on the received action identifier. If the target client attempts to find the corresponding action set in its local cache based on the received action identifier but fails to find a match, it means that the action set is not yet stored on the client. In this case, the client sends an action set request to the action processing unit, explicitly specifying the specific action set it needs. Based on this request, the action processing unit retrieves the target action set from its action repository and sends it back to the target client. This mechanism ensures that even if the client encounters an action set for the first time, it can quickly obtain and apply it to achieve accurate action synchronization of the virtual character, without interruption or errors in action playback due to a lack of an action set. In this embodiment, when synchronizing known virtual characters and actions, a strategy is adopted to send action identifiers first, and then send action sets according to the actual needs of the client. This not only improves the speed and efficiency of data synchronization, but also ensures the quality of action performance. Simultaneously, through the action set request mechanism, dynamic acquisition and propagation of action sets can be achieved, enabling the server to flexibly adapt to the needs of different clients, further enhancing the stability and real-time performance of multi-user interaction in virtual reality scenes.
[0047] Optionally, each client (such as the target client) has a built-in client service unit, including an action memory and an action synchronizer. The action memory pre-stores relevant action set information for each virtual character, storing the latest action set information when the corresponding virtual character's action set is updated. This reduces the amount of data during action information transmission. The action synchronizer interacts with the action synchronizer of the action processing unit. When the action processing unit retrieves a new action set, it transmits it to the client's action synchronizer through the action synchronizer, ensuring consistency of action set information. When the client service unit first establishes a connection with the server device, it synchronizes and initializes data information (including the current position and current action of the character in that channel) to the device used by the client based on the information of the channel the client is connected to. The transmitted position data is in (x, y, z) format, and the transmitted action set information is its action set number (i.e., action set identifier) and the current action code. The action number matches the action in its action memory. After obtaining the above information, the virtual character can initialize at position (x, y, z) and simultaneously execute the action marked at that time in the action set and a series of subsequent actions. Subsequently, the customer service unit receives real-time interactive data from the server-side "information processing unit." Whenever new action or location information is received, the client updates the corresponding character's action and position in the virtual exhibition hall. It should be noted that regarding actions, when a unique action set number for a corresponding virtual character is received, the client checks its local "action memory" to see if the corresponding action set exists. If not, it immediately accesses the server's action memory to retrieve it from the client's local machine and executes the action and subsequent animations of the action set according to the received action number (e.g., in a walking action set with 10 actions, such as "walk 1," "walk 2," ... "walk 10," and the received information indicates the current action is "walk 3" and the action set is "walk abc," then the receiving client controls the virtual character to execute "walk 3," "walk 4," ... "walk 10" in sequence). If the client-controlled virtual character has corresponding movement or actions, it transmits the displacement coordinates and the unique action set number to the server. The server's action processing unit processes the information and synchronizes it to clients on the same channel, and the corresponding clients update the virtual character's actions and positions. It should be noted that you can set the virtual character to perform the next action only after the previous one has finished. This reduces the amount of data transmission and ensures real-time data transmission.
[0048] In an optional embodiment, after synchronizing the location information and target action identifier of the target virtual character to multiple cloud service instances, the method further includes: receiving an action set request sent by another client, wherein the action set request is used to request the sending of a target action set, and the action set request is initiated when the other client finds that the target action set does not exist locally; and sending the target action set to the other client based on the action set request.
[0049] Optionally, when other clients receive the target action identifier and attempt to find the corresponding action set in their local cache, if they find that the action set does not exist locally, the client will automatically send an action set request. This request is sent to the cloud service based on the client's discovery that it is missing a certain action set, in order to ensure that the virtual character's actions can be executed and displayed correctly. The action set request includes the identifier of the target action set so that the server can accurately identify the specific action set required by the client. After receiving the action set request, the action processing unit will retrieve the corresponding action data from its stored action set based on the target action set identifier in the request. This action set contains all the key action features of the target virtual character when performing a specific action, including but not limited to position, rotation, and scaling information, and has been optimized to describe the most complete action details with the least amount of data. After finding the target action set, the action processing unit will send it to other clients that made the request through the action synchronizer to meet the client's need for action synchronization. This process is not limited to a single client; theoretically, any client that lacks the target action set locally can obtain the required action data from the action processing unit's action storage by sending an action set request. In this way, it can be ensured that all participating clients have and use the same set of actions, providing a solid foundation for multi-user synchronization in virtual reality.
[0050] In this embodiment, the method ensures that all clients can obtain complete and accurate action sets in a timely manner through a dynamic request and response mechanism in a virtual reality scene. This not only solves the problem of missing action sets that may be encountered in action synchronization, but also optimizes the data transmission process, avoids unnecessary data redundancy, and enhances the user experience in the virtual reality environment.
[0051] Step S108: The location information and target action identifier of the target virtual character are synchronized to multiple cloud service instances. The cloud service instance refers to a set of computing resources provided by the cloud service platform that supports dynamic adjustment and expansion. It is used to synchronize the target action identifier and location information to other clients besides the target client. The other clients are used to synchronize the action of the target virtual character based on the target action identifier and location information.
[0052] Optionally, the location information and associated action markers of the virtual character can be synchronized to multiple cloud service instances. Cloud service instances are virtual computing resources on a cloud platform that can dynamically expand and adjust according to real-time load conditions to meet computing needs in different scenarios. By synchronizing data to multiple cloud service instances, high-concurrency data processing capabilities can be achieved, ensuring that the synchronization of action and location information is not delayed even when a large number of users are interacting online simultaneously. These cloud service instances will then further synchronize the data to all other clients participating in the same virtual scene, enabling real-time interaction between multiple users. Each client will update the display status of the virtual character based on the received action markers and location information, thereby achieving a global synchronization effect.
[0053] In an optional embodiment, the method further includes: obtaining current operating information of multiple cloud service instances, wherein the current operating information includes uplink traffic, downlink traffic, CPU utilization, and memory usage; determining a cloud service instance adjustment strategy based on the current operating information, wherein the cloud service instance adjustment strategy is used to indicate the addition or reduction of cloud service instances; and adjusting the number of multiple cloud service instances in operation according to the cloud service instance adjustment strategy.
[0054] Optionally, current operational information for all cloud service instances can be collected periodically or on demand. This information primarily includes uplink traffic, downlink traffic, CPU utilization, and memory usage. Uplink and downlink traffic reflect the real-time status of data transmission, while CPU utilization and memory usage reveal the computational load and storage pressure on the cloud service instances. This data forms the basis for assessing the operational status of cloud service instances and is also an important basis for formulating adjustment strategies. Based on the collected operational information, the load status of each cloud service instance is analyzed to determine whether it exceeds preset thresholds or is in an inefficient operating state. If any one or more of the uplink traffic, downlink traffic, CPU utilization, or memory usage exceeds the set warning value, it is considered that the current number of instances is insufficient to support the existing user interaction needs, and more cloud service instances need to be added to distribute the load. Conversely, if the operational information shows that the resource utilization of cloud service instances is low, such as uplink traffic, CPU utilization, and memory usage being far below the warning threshold, it may be considered that the current number of instances is too large, leading to resource waste, and a strategy to reduce the number of cloud service instances will be formulated. Based on the determined cloud service instance adjustment strategy, the number of cloud service instances is automatically increased or decreased. When additional instances are needed, extra cloud service instances are launched to distribute network traffic, computing tasks, and storage pressure, ensuring the server remains stable and efficient even with a surge in users. Conversely, when reducing instances, underutilized instances are shut down to free up resources and optimize costs, while ensuring the remaining instances can still meet the normal interaction needs of current users. By dynamically adjusting the number of running cloud service instances, the virtual reality platform can maintain optimal performance under varying user loads and scenario demands. This intelligent scheduling mechanism not only improves user experience and prevents service delays or interruptions due to insufficient resources but also effectively manages cloud resources, avoiding cost waste caused by over-configuration.
[0055] Optionally, the execution entity of the steps in this embodiment can be a cloud service processing unit, which consists of two parts: multiple cloud service instance nodes 1 to n and a load balancer. The load balancer monitors the load of the cloud service instance nodes and automatically adjusts the number of cloud service instances or CPU specifications based on load parameters (uplink / downlink traffic, CPU, memory, etc.). For example, if traffic utilization (Tr) > 80%, CPU utilization > 70%, and memory utilization > 70%, the number of cloud service instances and CPU specifications are automatically increased. If the monitored values are lower than these values, the number of instances is no longer automatically increased. If traffic utilization (Tr) < 40%, CPU utilization < 30%, and memory utilization < 30%, the number of cloud service instances and CPU specifications are automatically reduced. The cloud service instances are used for storing, sharing, and forwarding virtual character information sent by the client.
[0056] As an optional implementation, multiple cloud service instances can interact with the client through a distributed information synchronization unit. The distributed information synchronization unit comprises four components: a data consistency unit, a data state unit, an information publisher, and an information subscriber. The data consistency unit ensures data consistency between processes through various mechanisms such as distributed locks and distributed locking. Multiple cloud service instances may need to share state information, such as user connection status and spatial information. The data state unit provides various distributed data structures (such as Maps and Lists) to facilitate the sharing and synchronization of these states. The information publisher receives information from one of the cloud instances and publishes the message to the specified data channel through its publishing mechanism, achieving message sharing. The information subscriber listens for data information on the specified channel; when it receives information from the information publisher, it processes the information and forwards it to the cloud instance for processing. Figure 3 This is a schematic diagram of an optional information synchronization process according to an embodiment of the present invention. Figure 3 Taking channel 1 as an example, the information publishing device of the distributed information synchronization unit receives information sent from the client by the cloud service node and passes it to the information publishing device 1 connected to the cloud service node, which then sends the information to the specific channel 1 with which the connection has been established. The information subscribers constantly monitor changes in the channel. If new information is received, information subscribers 1 and 2 receive the information and pass it to the corresponding two cloud service nodes for further processing. Through this process, information sharing among cloud service nodes connected to the same channel can be achieved, thereby enabling information sharing among the connected clients.
[0057] Through the above steps S102 to S108, the goal of quickly determining the matching target action set and target action identifier from the virtual character data information and synchronizing them to the target client, as well as synchronizing them to other clients through cloud service instances, can be achieved. This realizes the action synchronization in a multi-user online virtual interaction scenario, thereby reducing the amount of data transmission while reducing network congestion and data latency. This solves the technical problems of network bandwidth limitations and data latency in related technologies when synchronizing the data information of virtual characters controlled by multiple users in a virtual reality scenario.
[0058] Based on the above embodiments and optional embodiments, the present invention proposes an optional implementation method. Figure 4 This is a flowchart of an optional motion information synchronization method in a virtual reality scene according to an embodiment of the present invention, such as... Figure 4 As shown, the overall process of this method includes:
[0059] S1, This device receives virtual user data information belonging to this user from the client.
[0060] S2 analyzes the action posture, position, and other data in the data information.
[0061] S3 compares the encoded action pose information with the action set information stored on the server. If the corresponding action set does not exist, it actively synchronizes the action set with the client; otherwise, it continues processing.
[0062] S4, the cloud service load balancer checks the current traffic, CPU, memory and other indicators of the cloud service to make a comprehensive judgment on whether expansion is needed. If the rules are met, the expansion operation is executed.
[0063] S5 processes the information based on location. If the location of the virtual character has not changed since the last time, it directly filters out and reduces the transmission of duplicate information.
[0064] In S6, virtual character information and associated client connection information are updated synchronously across all cloud instances.
[0065] S7 updates information about other virtual users in the same space to each client through cloud service nodes.
[0066] S8: Based on the received information, the client updates the actions, positions, and other information of other virtual characters participating in the virtual reality scene.
[0067] The method described in this embodiment can be applied to, for example... Figure 1 In the device shown, such as Figure 1 As shown, the device consists of five units: an information interaction unit, an action processing unit, a cloud service information processing unit, a distributed information synchronization unit, and a customer service unit.
[0068] The information interaction unit includes an information acquirer and an information sender. As the external interface of the device, its main function is to receive data from clients and send the processed information from the cloud service to each connected client. The information acquirer receives JSON message packets from each client, parses them according to a predetermined format, and obtains information such as the virtual character's posture and location. The information sender groups and sends the processed information from the cloud service to the connected clients. The information parser parses and obtains information such as the virtual character's posture and location according to user-defined configuration information.
[0069] The motion processing unit comprises four parts: a motion extractor, a motion matcher, a motion memory, and a motion synchronizer. Its main function is to extract all motions of the virtual character hosted on the server, store all extracted motion features in the pose memory, and transmit the poses (i.e., motion sets) to each connected client via the motion synchronizer. The clients then save this pose information. Specifically, the motion extractor, when detecting a new virtual character or a change in the virtual character's motion (such as a new motion), reads the motion information stored in the corresponding model file database of the virtual character. According to preset configuration information (adjustable, e.g., setting: 100ms motion, extract 5 motions), it processes the motion animation, extracting attribute information such as timestamps, positions, rotations, and scaling using methods such as fixed time intervals (linear interpolation, spline interpolation, etc.). Simultaneously, to ensure smooth transitions between motion points, a quartic Bézier curve can be used for transitions, generating the target motion set and target motion identifiers. The motion matcher verifies virtual character data sent from the client, checking if the motion set belongs to the virtual character and if the server has stored the corresponding motion set. If no corresponding motion set is found, an alarm is issued, and the latest motion information for the virtual character is proactively pushed to the client. The motion storage unit stores the key motion sets corresponding to each extracted action posture / animation of the virtual character, along with corresponding motion identifiers, smoothing curves, and other information. This storage information is updated whenever the character has new actions or changes in actions. The motion synchronizer interacts with the synchronizers corresponding to all clients. When a client connects to the server, the server checks the motion list and synchronizes motion set information and corresponding codes to the client. If the motion set information is updated, it is proactively pushed to the client or the client actively retrieves this information.
[0070] Figure 5 This is a schematic diagram of the workflow of an optional motion processing unit according to an embodiment of the present invention, such as... Figure 5 As shown, specifically, this includes: when a change is detected in the managed virtual character or a new virtual character is managed, this motion processing unit starts working; first, it obtains the list of motion postures / motion animations for the virtual character; if the list is empty, it terminates the process; otherwise, it continues; it extracts key actions based on the posture / animation information (the number of extractions can be freely set within a certain range); it stores these key actions with unique IDs based on the character and the motion posture / animation name in the motion memory of this unit; when a new motion set is updated, the motion synchronizer of this unit synchronizes the motion information with the synchronizer of the client service unit, and the client side updates the motion information of the corresponding virtual character.
[0071] The client service unit includes an action memory and an action synchronizer. The action memory pre-stores the relevant action set information for each virtual character. When the corresponding virtual character's action set is updated, the latest action set information is stored, thereby reducing the amount of data during action information transmission. The action synchronizer interacts with the action synchronizer of the action processing unit. When the action processing unit retrieves a new action set, it transmits it to the client's action synchronizer through the action synchronizer, thus ensuring that the action set information remains consistent. Figure 6 This is a schematic diagram of the workflow of an optional customer service unit according to an embodiment of the present invention, such as... Figure 6 As shown, the customer service unit can receive and parse the information sent by the server, perform action set matching, execute the actions in the action set in sequence, move the position of the corresponding virtual character, and send the virtual character information of the client to the server.
[0072] The cloud service processing unit consists of two parts: multiple cloud service instance nodes 1 to n and a load balancer. The load balancer monitors the load of the cloud service instance nodes and automatically adjusts the number of cloud service instances or the CPU specifications based on load parameters (uplink and downlink traffic, CPU, memory, etc.). Figure 7 This is a schematic diagram of the workflow of an optional cloud service processing unit according to an embodiment of the present invention. Specifically, it includes: a cloud service instance receiving information such as the virtual character's action set and location after processing by the action processing unit; and storing the received virtual character action set and location information in the cloud instance's memory using a specific data structure. It should be noted that the action information is a uniquely encoded data stored directly in the action processing unit's memory to reduce data storage and subsequent transmission volume. The information publisher of the distributed information synchronization unit synchronizes the received virtual character data information to other cloud instances in the same channel; the cloud instance constantly monitors other virtual character information in the channel using an information subscriber. When other virtual character information is detected, it determines whether the information (location, action, etc.) has been updated. If updated, it proceeds to the next step; otherwise, it starts from the beginning. The original information is updated according to the virtual character identifier and stored in memory. When a new user establishes a connection, all virtual user data information in the same channel is directly extracted from memory and synchronized to this client, quickly completing the virtual character initialization.
[0073] It should be noted that the method in this embodiment, through pre-extracting action sets and matching them with smoothing curves, ensures that all clients use the same action set and smoothing curve, guaranteeing consistent and accurate actions across clients in practical applications. It also maximizes the real-time performance of virtual character actions within the scene, providing users with an experience close to a realistic environment. Furthermore, this method, through a cloud-based multi-instance design, ensures real-time synchronization of virtual reality activity data for large numbers of users. The structure of the invention device can also be quickly expanded to cope with sudden surges in traffic. Simultaneously, when a user's actions change, only the corresponding action set code and the current action code are transmitted; no new data is transmitted until the action ends, reducing data transmission volume and lowering network pressure.
[0074] It should be noted that all information (including but not limited to user device information, user personal information, etc.) and data (including but not limited to data used for display, data used for analysis, etc.) involved in this application are information and data authorized by the user or fully authorized by all parties. For example, if there is an interface between this system and the relevant user or organization, before obtaining the relevant information, it is necessary to send an acquisition request to the aforementioned user or organization through the interface, and obtain the relevant information after receiving the consent information from the aforementioned user or organization.
[0075] This embodiment also provides a motion information synchronization device in a virtual reality scene. This device is used to implement the above embodiments and preferred embodiments, and will not be repeated as already described. As used below, the terms "module" and "device" can refer to a combination of software and / or hardware that implements a predetermined function. Although the device described in the following embodiments is preferably implemented in software, hardware implementation, or a combination of software and hardware, is also possible and contemplated.
[0076] According to embodiments of the present invention, an apparatus embodiment for implementing the above-described motion information synchronization method in a virtual reality scene is also provided. Figure 8 This is a schematic diagram of the structure of a motion information synchronization device in a virtual reality scene according to an embodiment of the present invention, such as... Figure 8 As shown, the motion information synchronization device in the above-mentioned virtual reality scene includes: an information receiving module 200, an information matching module 202, an information synchronization module 204, and an information sending module 206, wherein:
[0077] The information receiving module 200 is used to receive virtual character data information from the target client, wherein the virtual character data information includes the action information and location information of the target virtual character;
[0078] The information matching module 202 is connected to the information receiving module 200 and is used to acquire the target action set and target action identifier that match the virtual character data information. The target action set includes the key action features of the target virtual character.
[0079] The information synchronization module 204 is connected to the information matching module 202 and is used to synchronize the target action set and the target action identifier to the target client, so that the target client can synchronize the actions of the target virtual character.
[0080] The information sending module 206, connected to the information synchronization module 204, is used to synchronize the location information and target action identifier of the target virtual character to multiple cloud service instances. The cloud service instance refers to a set of computing resources provided by the cloud service platform that supports dynamic adjustment and expansion. It is used to synchronize the target action identifier and location information to other clients besides the target client. The other clients are used to synchronize the action of the target virtual character based on the target action identifier and location information.
[0081] It should be noted that the above modules can be implemented by software or hardware. For example, for the latter, it can be implemented in the following ways: the above modules can be located in the same processor; or the above modules can be located in different processors in any combination.
[0082] It should be noted that the information receiving module 200, information matching module 202, information synchronization module 204, and information sending module 206 mentioned above correspond to steps S102 to S108 in the embodiments. The instances and application scenarios implemented by the above modules and their corresponding steps are the same, but they are not limited to the content disclosed in the above embodiments. It should be noted that the above modules, as part of the device, can run in a computer terminal.
[0083] It should be noted that the optional or preferred implementation methods of this embodiment can be found in the relevant descriptions in the embodiments, and will not be repeated here.
[0084] The aforementioned motion information synchronization device in the virtual reality scene may also include a processor and a memory. The aforementioned information receiving module 200, information matching module 202, information synchronization module 204, information sending module 206, etc., are all stored in the memory as program modules, and the processor executes the aforementioned program modules stored in the memory to realize the corresponding functions.
[0085] The processor contains a core that retrieves the corresponding program modules from memory. One or more cores may be configured. Memory may include non-persistent memory in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory includes at least one memory chip.
[0086] According to an embodiment of this application, an embodiment of a non-volatile storage medium is also provided. Optionally, in this embodiment, the non-volatile storage medium includes a stored program, wherein, when the program is running, it controls the device where the non-volatile storage medium is located to execute any of the above-mentioned motion information synchronization methods in a virtual reality scene.
[0087] Optionally, in this embodiment, the non-volatile storage medium may be located in any computer terminal in a group of computer terminals in a computer network, or in any mobile terminal in a group of mobile terminals, and the non-volatile storage medium includes stored programs.
[0088] Optionally, a program that controls the device containing the non-volatile storage medium to execute any of the above-mentioned motion information synchronization method steps in a virtual reality scene during program execution.
[0089] According to an embodiment of this application, an embodiment of a processor is also provided. Optionally, in this embodiment, the processor is used to run a program, wherein the program executes any of the above-described motion information synchronization methods in a virtual reality scene.
[0090] According to an embodiment of this application, an embodiment of a computer program product is also provided, which, when executed on a data processing device, is adapted to execute a program that initializes the motion information synchronization method steps in a virtual reality scene having any of the above-described steps.
[0091] This invention provides an electronic device, which includes a processor, a memory, and a program stored in the memory and executable on the processor. When the processor executes the program, it implements the steps of the motion information synchronization method in any of the above-described virtual reality scenarios.
[0092] The order of the above embodiments of the present invention is merely for description and does not represent the superiority or inferiority of the embodiments.
[0093] In the above embodiments of the present invention, the descriptions of each embodiment have different focuses. For parts not described in detail in a certain embodiment, please refer to the relevant descriptions of other embodiments.
[0094] In the several embodiments provided in this application, it should be understood that the disclosed technical content can be implemented in other ways. The device embodiments described above are merely illustrative; for example, the division of modules described above can be a logical functional division, and in actual implementation, there may be other division methods. For example, multiple modules or components may be combined or integrated into another system, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be through some interfaces, or indirect coupling or communication connection between modules, and may be electrical or other forms.
[0095] The modules described above as separate components may or may not be physically separate. Similarly, the components shown as modules may or may not be physical modules; they may be located in one place or distributed across multiple modules. Some or all of the modules can be selected to achieve the purpose of this embodiment, depending on actual needs.
[0096] Furthermore, the functional modules in the various embodiments of the present invention can be integrated into one processing module, or each module can exist physically separately, or two or more modules can be integrated into one module. The integrated modules described above can be implemented in hardware or as software functional modules.
[0097] If the aforementioned integrated modules are implemented as software functional modules and sold or used as independent products, they can be stored in a computer-readable non-volatile storage medium. Based on this understanding, the technical solution of this invention, in essence, or the part that contributes to the prior art, or all or part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a non-volatile storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods of the various embodiments of this invention. The aforementioned non-volatile storage medium includes various media capable of storing program code, such as USB flash drives, read-only memory (ROM), random access memory (RAM), portable hard drives, magnetic disks, or optical disks.
[0098] The above are merely preferred embodiments of the present invention. It should be noted that those skilled in the art can make various improvements and modifications without departing from the principle of the present invention, and these improvements and modifications should also be considered within the scope of protection of the present invention.
Claims
1. A method for synchronizing motion information in a virtual reality scene, characterized in that, The method comprises the following steps: receiving virtual character data information from a target client, wherein the virtual character data information comprises action information and position information of a target virtual character; obtaining a target action set and a target action identifier matched with the virtual character data information, wherein the target action set comprises key action features of the target virtual character; synchronizing the target action set and the target action identifier to the target client for action synchronization of the target virtual character by the target client; synchronizing the position information of the target virtual character and the target action identifier to a plurality of cloud service instances, wherein the cloud service instances refer to a set of computing resources provided by a cloud service platform and supporting dynamic adjustment and expansion, and are used for synchronizing the target action identifier and the position information to clients other than the target client; the other clients are used for action synchronization of the target virtual character based on the target action identifier and the position information.
2. The method of claim 1, wherein, The obtaining of the target action set and the target action identifier matched with the virtual character data information comprises: determining whether the target virtual character is a new virtual character or whether the action of the target virtual character is a new action based on the virtual character data information; in the case that the target virtual character is not a new virtual character and the action of the target virtual character is not a new action, obtaining the target action set and the target action identifier from an action storage; or in the case that the target virtual character is a new virtual character or the action of the target virtual character is a new action, extracting the target action set and the target action set based on the virtual character data information.
3. The method of claim 2, wherein, The extracting of the target action set and the target action set based on the virtual character data information comprises: extracting a key action set of the target virtual character from the virtual character data information; smoothing the key action set by a Bezier curve method to obtain the target action set and the target action identifier.
4. The method of claim 3, wherein, The smoothing of the key action set by the Bezier curve method to obtain the target action set and the target action identifier comprises: extracting attribute information of each action point in the key action set, wherein the attribute information comprises a timestamp, a corresponding position, a rotation attribute and a scaling attribute of the corresponding action point; based on the attribute information, performing smoothing transition processing on adjacent action points in the key action set by a quartic Bezier curve algorithm to obtain a virtual character action trajectory, wherein a starting point, an ending point and at least three control points of the quartic Bezier curve correspond to specific action points in the key action set respectively; obtaining the target action set and the target action identifier based on the virtual character action trajectory.
5. The method of claim 1, wherein, In the case that the target virtual character is not a new virtual character and the action of the target virtual character is not a new action, the synchronizing of the target action set and the target action identifier to the target client comprises: synchronizing the target action identifier to the target client; In a case where the target client identifies that the target action set is not locally queried based on the target action, the action set request sent by the target client is received, where the action set request is used to request to send the target action set; Based on the action set request, the target action set is sent to the other client.
6. The method according to any one of claims 1 to 5, characterized in that, After the position information of the target virtual character and the target action identifier are synchronized to the plurality of cloud service instances, the method further comprises: The action set request sent by the other client is received, where the action set request is used to request to send the target action set, and the action set request is initiated in a case where the other client queries that the target action set does not exist locally; Based on the action set request, the target action set is sent to the other client.
7. The method according to any one of claims 1 to 5, characterized in that, The method further comprises: Obtaining current running information of the plurality of cloud service instances, where the current running information comprises uplink traffic, downlink traffic, CPU usage, and memory occupancy; Based on the current running information, a cloud service instance adjustment strategy is determined, where the cloud service instance adjustment strategy is used to indicate to increase or decrease cloud service instances; The running quantity of the plurality of cloud service instances is adjusted according to the cloud service instance adjustment strategy.
8. A motion information synchronization device in a virtual reality scene, characterized in that, Comprise: An information receiving module is configured to receive virtual character data information from a target client, where the virtual character data information comprises action information and position information of a target virtual character; An information matching module is configured to obtain a target action set and a target action identifier matched with the virtual character data information, where the target action set comprises key action features of the target virtual character; An information synchronization module is configured to synchronize the target action set and the target action identifier to the target client, so that the target client performs action synchronization on the target virtual character; An information sending module is configured to synchronize position information of the target virtual character and the target action identifier to a plurality of cloud service instances, where the cloud service instances refer to a set of computing resources provided by a cloud service platform and supporting dynamic adjustment and expansion, and are used to synchronize the target action identifier and the position information to other clients except the target client; the other clients are used to perform action synchronization on the target virtual character based on the target action identifier and the position information.
9. A non-volatile storage medium, comprising: The non-volatile storage medium stores a plurality of instructions, and the instructions are adapted to be loaded and executed by a processor to implement the action information synchronization method in the virtual reality scene according to any one of claims 1 to 7.
10. An electronic device, comprising: Comprise one or more processors and a memory, the memory is used to store one or more programs, when the one or more programs are executed by the one or more processors, the one or more processors are caused to implement the action information synchronization method in the virtual reality scene according to any one of claims 1 to 7.