Position marking method and device in virtual scene and electronic device

By displaying the marked range and selection indicators of the occluded area in the graphical user interface of the virtual scene, players can accurately mark the occluded area without interrupting the game, solving the problem of difficulty in marking occluded positions and improving the game experience and collaborative efficiency.

CN122124456APending Publication Date: 2026-06-02SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD

Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
SHANGHAI NETEASE CUICAN NETWORK TECHNOLOGY CO LTD
Filing Date
2026-04-17
Publication Date
2026-06-02

AI Technical Summary

Technical Problem

In virtual scenes, users cannot directly mark locations obscured by scene objects, leading to operation interruptions and a decline in the gaming experience. Existing technologies that use minimap marking methods add extra interface switching and resource consumption.

Method used

By displaying the marked range and selection indicator of the occluded area of ​​the target scene object in the graphical user interface, players can mark the location without interrupting the game, adjust the position of the marker and confirm the mark using input operations.

Benefits of technology

It enables seamless location marking operations in occluded areas, improves the player's gaming experience, reduces resource consumption and data transmission, and enhances the collaborative efficiency of multiplayer games.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

This application provides a method, apparatus, and electronic device for location marking in a virtual scene. In response to a first input operation targeting a target scene object in the virtual scene, a first marking range is determined based on the target scene object; a first range identifier and a selection identifier corresponding to the first marking range are displayed in a graphical user interface; in response to a location selection confirmation command, a target mark position is determined from the first marking range based on the current display position of the selection identifier within the first range identifier, and marking information indicating the target mark position is generated in the virtual scene. In this method, when a player encounters a scene area obscured by a scene object, they can continue to mark the location of the obscured area through operations on the game scene displayed in the graphical user interface, without interrupting the player's character control, thus maintaining operational continuity and improving the player's gaming experience.
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Description

Technical Field

[0001] This application relates to the field of virtual scene technology, and more specifically, to a method, apparatus, and electronic device for location marking in a virtual scene. Background Technology

[0002] In some games and virtual scene applications (such as games and virtual simulations), users often need to mark and share specific locations within the scene. When the user's view is obstructed by objects in the scene (such as walls or buildings), locations within the obstructed area (blind spot) cannot be directly selected and marked in the user's main view interface. Existing solutions use a minimap for indirect marking. However, using this solution requires the user to switch from the main view interface to the minimap interface, interrupting the user's continuous task flow in the main view. More importantly, frequent interface context switching forces the terminal device to perform additional operations such as interface re-rendering and input focus shifting, increasing the instantaneous computational load on the graphics processing unit (GPU) and central processing unit (CPU). Furthermore, if subsequent location descriptions rely on text or voice due to the inability to accurately locate the location, a large amount of unstructured descriptive data is generated and transmitted, increasing the data volume of network communication and the complexity of data parsing and understanding at the receiving end, thereby reducing overall interaction efficiency and consuming more system resources. Summary of the Invention

[0003] In view of this, the purpose of this application is to provide a method, device and electronic device for marking positions in a virtual scene, so that when a player encounters a scene area occluded by scene objects, he can continue to mark the position of the occluded area by operating on the game scene displayed in the graphical user interface, which has operation continuity and improves the player's game experience.

[0004] In a first aspect, embodiments of this application provide a method for location marking in a virtual scene, which provides a graphical user interface through a first terminal device; the graphical user interface displays at least a portion of the virtual scene; the method includes: in response to a first input operation on a target scene object in the virtual scene, determining a first marking range based on the target scene object, the first marking range including at least an area in the virtual scene occluded by the target scene object; displaying a first range identifier and a selection identifier corresponding to the first marking range in the graphical user interface, wherein the selection identifier is configured to change its display position within the first range identifier according to a second input operation; in response to a location selection confirmation instruction, determining a target mark position from the first marking range based on the current display position of the selection identifier within the first range identifier, and generating marking information in the virtual scene to indicate the target mark position.

[0005] Secondly, embodiments of this application provide a location marking device in a virtual scene, which provides a graphical user interface through a first terminal device; the graphical user interface displays at least a portion of the virtual scene; the device includes: a first marking range determination module, configured to determine a first marking range based on the target scene object in response to a first input operation on a target scene object in the virtual scene, the first marking range including at least an area in the virtual scene occluded by the target scene object; an identifier display module, configured to display a first range identifier and a selection identifier corresponding to the first marking range in the graphical user interface, wherein the selection identifier is configured to change its display position within the first range identifier according to a second input operation; and a location marking module, configured to determine a target mark position from the first marking range based on the current display position of the selection identifier within the first range identifier in response to a location selection confirmation command, and generate marking information in the virtual scene to indicate the target mark position.

[0006] Thirdly, embodiments of this application provide an electronic device, including a processor and a memory, wherein the memory stores machine-executable instructions that can be executed by the processor, and the processor executes the machine-executable instructions to implement the aforementioned location marking method in a virtual scene.

[0007] Fourthly, embodiments of this application provide a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are invoked and executed by a processor, the machine-executable instructions cause the processor to implement the aforementioned location marking method in the virtual scene.

[0008] The embodiments of this application bring the following beneficial effects: The aforementioned method, apparatus, and electronic device for location marking in a virtual scene, in response to a first input operation targeting a target scene object in the virtual scene, determines a first marking range based on the target scene object. The first marking range includes at least the area in the virtual scene obscured by the target scene object. A first range identifier and a selection identifier corresponding to the first marking range are displayed in a graphical user interface. The selection identifier is configured to change its display position within the first range identifier based on a second input operation. In response to a location selection confirmation command, a target marker position is determined from the first marking range based on the current display position of the selection identifier within the first range identifier, and marking information indicating the target marker position is generated in the virtual scene. In this method, when a player encounters a scene area obscured by a scene object, they can continue to mark the location of the obscured area through operations on the game scene displayed in the graphical user interface, without interrupting the player's character control, thus maintaining operational continuity and improving the player's gaming experience.

[0009] Other features and advantages of this application will be set forth in the following description and will be apparent in part from the description or may be learned by practicing the application. The objectives and other advantages of this application are realized and obtained through the structures particularly pointed out in the description, claims and drawings.

[0010] To make the above-mentioned objectives, features and advantages of this application more apparent and understandable, preferred embodiments are described below in detail with reference to the accompanying drawings. Attached Figure Description

[0011] To more clearly illustrate the specific embodiments of this application or the technical solutions in the prior art, the drawings used in the description of the specific embodiments or the prior art will be briefly introduced below. Obviously, the drawings described below are some embodiments of this application. For those skilled in the art, other drawings can be obtained from these drawings without creative effort.

[0012] Figure 1 A flowchart illustrating a location marking method in a virtual scene provided in this application embodiment; Figure 2 A schematic diagram of a graphical user interface provided in an embodiment of this application; Figure 3 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application; Figure 4 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application; Figure 5 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application; Figure 6 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application; Figure 7 A schematic diagram illustrating another graphical user interface provided in an embodiment of this application; Figure 8 This is a schematic diagram of the structure of a location marking device in a virtual scene provided in an embodiment of this application; Figure 9 This is a schematic diagram of the structure of an electronic device provided in an embodiment of this application. Detailed Implementation

[0013] To make the objectives, technical solutions, and advantages of the embodiments of this application clearer, the technical solutions of this application will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of this application, not all embodiments. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0014] In some games, such as first-person shooter (FPS) games, the game environment where the controlled virtual character is located often contains obstacles or other objects that obstruct the character's line of sight. Players can typically only mark locations that are not obstructed by obstacles. For example, when a building appears in front of the controlled virtual character, the player can only mark the outer wall of the building, not a specific location inside. When a player shares this marked location with other players, it is difficult for other players to determine the intention of the player who marked the location, resulting in poor guidance and a poor player experience.

[0015] When a minimap is set up in the game, players can mark the location of blind spots using the minimap. However, this method requires interrupting the player's operation on the game scene displayed in the graphical user interface, and re-editing the virtual character's orientation and the corresponding position of the marked location on the minimap. This makes the player's operation inconsistent and results in a poor experience.

[0016] This application provides a method, apparatus, and electronic device for location marking in a virtual scene, which can be applied to game scenes.

[0017] The location marking method in a virtual scene disclosed in one embodiment of this application can run on a local terminal device or a server. When the location marking method in a virtual scene runs on a server, it can be implemented and executed based on a cloud interaction system, wherein the cloud interaction system includes a server and a client device.

[0018] In an optional implementation, various cloud applications, such as cloud gaming, can run under the cloud interaction system. Taking cloud gaming as an example, cloud gaming refers to a gaming method based on cloud computing. In the cloud gaming operating mode, the game program and the game screen presentation are separated. The storage and execution of the location marking method in the virtual scene are completed on the cloud gaming server. The client device is used for data reception, transmission, and game screen presentation. For example, the client device can be a display device with data transmission capabilities located close to the user, such as a mobile terminal, television, computer, or PDA; however, the information processing is performed by the cloud gaming server in the cloud. When playing the game, the player operates the client device to send operation commands to the cloud gaming server. The cloud gaming server runs the game according to the operation commands, encodes and compresses the game screen and other data, returns it to the client device via the network, and finally, the client device decodes and outputs the game screen.

[0019] In an optional implementation, taking a game as an example, the local terminal device stores the game program and is used to display the game screen. The local terminal device is used to interact with the player through a graphical user interface (GUI), i.e., conventionally by downloading, installing, and running the game program via an electronic device. The local terminal device can provide the GUI to the player in various ways, such as rendering it on the terminal's display screen or providing it to the player via holographic projection. For example, the local terminal device can include a display screen for displaying the GUI, which includes game screens, and a processor for running the game, generating the GUI, and controlling the display of the GUI on the display screen.

[0020] See Figure 1 First, this application introduces a method for location marking in a virtual scene, as provided in an embodiment. The method provides a graphical user interface (GUI) through a first terminal device; the GUI displays at least a portion of the virtual scene. This virtual scene can be a game scene or a virtual scene that recreates a real-world scene, such as a virtual reality scene corresponding to a specific garden area.

[0021] A graphical user interface (GUI) can display the entire virtual scene or only a portion of it. Typically, the GUI displays the game scene within the field of view controlled by the terminal device. This field of view may correspond to the application account logged into on the terminal device. When the application account on the terminal device controls a virtual character to perform game actions within the virtual scene, this field of view may correspond to the controlled virtual character. Players can usually change their field of view by moving the virtual character or by adjusting the direction of their view. When the field of view changes, the portion of the game scene displayed on the GUI will also change accordingly.

[0022] A virtual scene can include one or more scene objects. Scene objects can be fixed in a certain scene location, movable, or set to move randomly; there are no restrictions on this. When the field of view falls on one side of a scene object, the scene area near the other sides of that scene object is usually occluded by that scene object.

[0023] The method includes the following steps: Step S102: In response to a first input operation on a target scene object in a virtual scene, a first marking range is determined based on the target scene object. The first marking range includes at least the area in the virtual scene that is occluded by the target scene object.

[0024] The target scene object can be any scene object in a virtual scene. At least a portion of the target scene object is within the field of view controlled by the terminal device and displayed in the graphical user interface. The first input operation is typically directed at the display portion of the target scene object in the graphical user interface.

[0025] The aforementioned first input operation is typically implemented through a human-computer interaction device connected to the terminal device. This human-computer interaction device can be one or more of the following: mouse, keyboard, game controller, wearable interactive device, touchscreen, etc. In specific implementations, the first input operation can be a click or long-press operation performed by a mouse on the display portion of the graphical user interface (GUI) targeting a specific scene; the first input operation can also be a touch operation performed by a touchscreen on the display portion of the GUI targeting a specific scene, such as a click or long-press operation. The specific configuration can be tailored to requirements and is not limited here.

[0026] The aforementioned first marked range can be determined solely based on the target scene object. Specifically, the currently occluded area of ​​the target scene object within the game scene can be defined as the first marked range. For example, if the target scene object is a house, the interior space of the house and the area outside the house that is not within the field of view can be defined as the first marked range. In this case, if the user controls to change the viewing angle, the area occluded by the target scene object will also change, and the first marked range will be the area occluded by the target scene object after the viewing angle changes.

[0027] The aforementioned first marked range can also be determined based on the surface position of the target scene object and the target scene object corresponding to the first input operation. In specific implementation, the surface position of the target scene object corresponding to the operation position of the first input operation can be determined first, then a horizontal plane can be determined based on this surface position, and then the area in this horizontal plane occluded by the target scene object can be determined as the first marked range. The specific settings can be configured according to requirements and are not limited here.

[0028] Step S104: Display a first range identifier and a selection identifier corresponding to the first mark range in the graphical user interface, wherein the selection identifier is configured to change its display position within the first range identifier according to the second input operation.

[0029] The edge of the first range identifier can coincide with the edge of the first marking range to clearly indicate to the user the currently markable scene area. When the first marking range is a spatial region, the first range identifier may also include identifier elements to represent the spatial structure of that spatial region, such as a three-dimensional structure identifier. The first range identifier can also display the game scene within the first marking range in a perspective effect, making it easier for users to determine the scene location that needs to be marked.

[0030] The selection indicator can be displayed simultaneously with the first range indicator on the graphical user interface. The initial display position of the selection indicator can be an edge position of the first range indicator, the center position of the first range indicator, or other preset positions, without limitation.

[0031] The selection indicator mentioned above may also be displayed in the first range indicator only when the second input operation begins. The second input operation is typically implemented through a human-computer interaction device connected to the terminal device. In practical applications, the second input operation can be a click or long-press operation on the display area of ​​the first range indicator implemented with a mouse, or a touch operation on the display area of ​​the first range indicator implemented with a touchscreen, specifically a click or long-press operation, or a click or long-press operation on a preset button. There are usually multiple preset buttons used to control the movement of the selection indicator in the up, down, left, and right directions within the first range indicator. When the first mark range is a spatial area, the preset buttons usually also include those for controlling the movement of the selection indicator in the forward and backward directions within the first range indicator.

[0032] In step S106, in response to the location selection confirmation command, a target marker position is determined from the first marker range according to the current display position of the selection identifier within the first range identifier, and marker information for indicating the target marker position is generated in the virtual scene.

[0033] In practical applications, location selection instructions can be generated in various ways. For example, the total display duration of the first range indicator can be preset, and a location selection instruction can be generated when the display duration of the first range indicator reaches the total display duration. When the second input operation is a continuous operation, a location selection confirmation instruction can be generated if the continuous state of the second input operation ends. For example, if the second input operation is a long press operation, the second input operation ends when the user releases the long press touch point.

[0034] There are several ways to generate a location selection confirmation command. In one embodiment, it is associated with the end of a first input operation. For example, when the first input operation is a continuously triggered operation, the location selection confirmation command is generated in response to the release of the continuously triggered operation (such as releasing a continuously pressed button). In another embodiment, the location selection confirmation command can be triggered by a separate confirmation operation. For example, after the graphical user interface displays a first range indicator and a selection indicator, a confirmation control (such as a "Confirm" button) can also be displayed simultaneously. After the user moves the selection indicator to the target location through a second input operation, and then triggers a click operation on the confirmation control, the location selection confirmation command is generated. This method separates location selection from final confirmation, giving the user a clearer opportunity for secondary confirmation.

[0035] After generating a location selection command, the scene location corresponding to the current display location of the selection identifier within the first range identifier can be determined as the target marker location. Since the edge of the first range identifier coincides with the edge of the first marker range, the scene location corresponding to the display location of the selection identifier must also be within the first marker range, thus achieving location marking within the first marker range.

[0036] After determining the target marker's location, marker information needs to be generated in the virtual scene to indicate that location. This marker information can be directly displayed at the target marker's location, indicating its coordinates within the virtual scene. The marker information is typically visible to the application account controlled by the terminal device. When the application account forms an account combination with other application accounts, the marker information is also visible to other accounts in the same combination. The application account can also send the marker information to other game accounts. After receiving the marker information, if the target marker's location is within the field of view of another application account, the marker information is also visible to that account. The marker information can also be made visible to all virtual accounts or virtual characters entering the virtual scene; this can be configured according to needs and is not limited here.

[0037] The aforementioned method for location marking in a virtual scene responds to a first input operation targeting a target scene object in the virtual scene. It determines a first marking range based on the target scene object, the first marking range including at least the area in the virtual scene obscured by the target scene object. A first range identifier and a selection identifier corresponding to the first marking range are displayed in the graphical user interface. The selection identifier is configured to change its display position within the first range identifier based on a second input operation. In response to a location selection confirmation command, a target mark position is determined from the first marking range based on the current display position of the selection identifier within the first range identifier, and marking information indicating the target mark position is generated in the virtual scene. In this method, when a player encounters a scene area obscured by a scene object, they can continue to mark the location of the obscured area through operations on the game scene displayed in the graphical user interface, without interrupting the player's character control, thus maintaining operational continuity and improving the player's gaming experience.

[0038] The following embodiments provide an implementation method for determining a first marking range based on the target scene object in response to a first input operation on a target scene object in a virtual scene.

[0039] In practical applications, the aforementioned virtual scenario may include a controlled virtual character controlled by a terminal device. This controlled virtual character typically carries virtual items with shooting capabilities. To facilitate shooting, the graphical user interface usually displays a crosshair, which indicates the aiming direction of the controlled virtual character. The crosshair is typically displayed in the center area of ​​the graphical user interface. When the user controls the controlled virtual character to move within the game scene or change the field of view, the portion of the game scene displayed on the graphical user interface also changes, and the aiming direction of the crosshair changes accordingly.

[0040] When the crosshair is displayed in the graphical user interface, the scene object that the crosshair is pointing at is fixed. The user can generate a first identification operation to determine the scene object being aimed at as the target scene object in response to this first input operation. This first input operation can be a click or press operation on a designated button of a human-computer interaction device connected to the terminal device, triggering the determination of the target scene object.

[0041] After identifying the scene object, the first marking range needs to be determined based on the target scene object. In practical applications, the first marking range can be a planar area, making it easier for users to select the marking position through simple operations. Specifically, the target height needs to be determined based on the position of the crosshair aimed at the surface of the target scene object; this target height is the height of the position aimed at by the crosshair. Then, the first marking range can be determined on the horizontal plane corresponding to the target height. This first marking range can be the occluded area of ​​the target scene position on this horizontal plane, such as... Figure 2 As shown, the position being aimed at by the crosshair is O, and the area obscured by wall A on the horizontal plane where O is located is represented in gray.

[0042] In one specific embodiment, a regularly shaped geometric region can be defined on the horizontal plane corresponding to the target height, and this region is defined as the first marking range. The regularly shaped geometric region can be circular, sector-shaped, polygonal, etc. When the regularly shaped geometric region is circular, a circular region can be defined on the horizontal plane corresponding to the target height, using the position being aimed at by the crosshair as a reference point, and this circular region is defined as the first marking range. The reference point can refer to one end of the diameter of the circular region, or it can be the center of the circular region; that is, the position being aimed at by the crosshair can be located at the edge of the circular region, or it can be the center of the circular region. The size of this circular region can be preset. When this circular region cannot cover the position of the user's desired marking area that is obstructed, the user can change the aiming position and re-trigger the determination of the target scene object and the marking area. Figure 3 As shown, the circular area cannot completely cover the area obstructed by wall A in the horizontal plane where aiming position O is located.

[0043] The aforementioned circular region can also be determined based on the target scene object. In specific implementations, the target size can be determined based on the dimensions of the target scene object; this target size can serve as the radius of the circular region to be generated. Furthermore, a circular region can be defined on the horizontal plane corresponding to the target height, centered on the position being aimed at, based on the target size, so that this circular region includes the cross-sectional area of ​​the target scene object on the horizontal plane. For example, if the width of the wall is 8, and the distance between the aiming position and the left side of the wall is 3, and the distance between the aiming position and the right side of the wall is 5, to ensure that the entire interface area of ​​wall A at the target height is within the circular region, the target size can be determined to be 6, thereby generating the corresponding circular region. Figure 4 As shown, the circular area can completely cover the cross-section of wall A in the horizontal plane where the aiming position O is located.

[0044] The following embodiments provide an implementation method for determining a first marking range based on the target scene object in response to a first input operation on a target scene object in a virtual scene.

[0045] In practical applications, the aforementioned first input operation may include a continuous triggering operation triggered by the first terminal device. Specifically, it may be a press operation on a designated button of a human-computer interaction device connected to the terminal device, or a long press operation on the screen of a terminal device equipped with a touchscreen. In response to the continuous triggering operation, the first range identifier and selection identifier corresponding to the first marked range are continuously displayed in the graphical user interface. If the continuous triggering operation ends, such as when the designated button is released, the first range identifier and selection identifier will no longer be displayed in the graphical user interface.

[0046] Users can perform a second input operation during a continuous triggering operation. In response to this second input operation, the display position of the selection icon within the first range of indicators is updated. In specific implementations, the second input operation can take various forms. As an example, the continuous triggering operation can include a continuous press of a specified key, and the second input operation can include a mouse movement control operation. In this case, the selection icon corresponds to the mouse cursor or is a specific icon that moves with the cursor. During the continuous press of the specified key, the display position of the selection icon within the first range of indicators is updated based on the operation parameters of the mouse movement control operation. As another example, the second input operation can also include a click operation on the keyboard arrow keys (up, down, left, right). In this example, the selection icon can be displayed as a fixed arrow or dot icon, and in response to the click of the arrow keys, the selection icon will gradually move in the corresponding direction within the first range of indicators. The operation parameters typically include the direction and distance of movement. When the display position outside the first range of indicators is obtained based on the operation parameters of the mouse movement operation, the selection icon can be controlled to remain at the edge of the first range of indicators, rather than moving outside of it. Alternatively, the selection indicator can be made to appear as the mouse cursor when it moves outside the first range indicator. The selection indicator and the mouse cursor usually have different shapes.

[0047] After the user moves the selection mark to the desired position, they can release the specified button. In response to the release of the specified button, the scene position corresponding to the current display position of the selection mark within the first range of marks can be determined as the target mark position.

[0048] When a user selects the location of the marker as their desired location, they can release the continuous press operation on the specified button. In response to the release of the continuous press operation on the specified button, a location selection confirmation command is generated, which in turn determines the scene location corresponding to the current display location of the selected marker within the first range of markers as the target marker location.

[0049] The aforementioned virtual scene includes a controlled virtual character controlled by a first terminal device. After a target location is marked, the target location can be sent to a second terminal device, so that the second terminal device displays marking information indicating the target location. The second terminal device controls the first virtual character.

[0050] The aforementioned method of sending the target marker location to the second terminal device can be either automatic sending by the system or triggered by the user through the first terminal device. The first virtual character and the controlled virtual character have a designated game relationship. This designated game relationship can be a friend relationship, a team relationship, etc., and is not limited here. The aforementioned marker information can be displayed in the chat session between the first virtual character and the controlled virtual character. The first virtual character can reach the target marker location by triggering the marker information. By sharing the precise marked location information with teammates in real time, the technical solution of this embodiment achieves instant and accurate synchronization of tactical information. This effectively solves the problem of low collaboration efficiency caused by unclear language descriptions and ambiguous map indicators in multiplayer games, making team command and tactical execution more efficient and precise, and significantly improving the team collaboration experience and competitiveness of multiplayer online games.

[0051] The following embodiments provide a method for implementing position marking in the virtual scene when the virtual scene is a game scene, the target scene object is a wall, the first input operation includes pressing a specified key, and the second input operation includes moving the mouse.

[0052] This method requires identifying the current aiming position of the player-controlled virtual character's crosshair within the game scene. When this position is located on the surface of a scene object (such as a wall), it can be called a marker contact point. By pressing and holding a designated button, the player can generate a markerable area (equivalent to the aforementioned "first marker range") on a horizontal plane, using this contact point as the origin, and display the first range indicator corresponding to the markerable area. By moving the mouse, the player can select any location within this markerable area as the precise marker location.

[0053] Specifically, this is achieved through the following methods: (1) In the game scene, when the player is blocked by wall A, they need to mark a certain location behind wall A. For example... Figure 5 As shown, a rectangular wall stands in front of the controlled virtual object.

[0054] (2) Real-time acquisition and identification of the contact point A1 (with the wall) projected by the current player's crosshair direction. After the player presses and holds the button, a circular planar area A1-1 is generated horizontally with this point as the origin for selecting a precise marking position. This circular area is displayed as an ellipse in the current view, and the first range marker corresponding to this circular area is displayed in the corresponding shape, such as... Figure 6 As shown, the gray-filled oval markers indicate the first range markers.

[0055] The area of ​​the generated region is determined by the object that the contact point A1 contacts, and the area of ​​the generated region must ensure that the obstruction contacted by the contact point is completely included.

[0056] (3) While holding down the button, move the mouse to select any point within the plane of A1-1 as the target marker (e.g., mark B1 and B2 behind wall A). Release the button when the mouse reaches the desired marker position to complete the marking. Figure 7 As shown, position B1 displays a circular marker and its coordinates (10, 20, 34).

[0057] By using this method to mark locations, when generating a markable area, the horizontal height of its circular area is determined by the height of the contact point, which means that players can accurately mark any height position in the space.

[0058] This method provides a way to mark obstacles in fast-paced, mapless 3D competitive games, allowing players to instantly cross obstacles and enjoy sufficient freedom when faced with environmental constraints such as scene obstructions. This satisfies the experience requirements of advanced core players for refined strategic marking.

[0059] For the above method embodiments, see Figure 8 The embodiment of this application shown provides a location marking device in a virtual scene. A graphical user interface is provided through a first terminal device; the graphical user interface displays at least a portion of the virtual scene; the device includes: The first marking range determination module 802 is used to respond to a first input operation on a target scene object in a virtual scene, and determine a first marking range based on the target scene object. The first marking range includes at least the area in the virtual scene that is occluded by the target scene object. The label display module 804 is used to display a first range label and a selection label corresponding to a first mark range in a graphical user interface, wherein the selection label is configured to change its display position within the first range label according to a second input operation; The location marking module 806 is used to respond to the location selection confirmation command, determine a target mark position from the first mark range according to the current display position within the first range mark of the selection mark, and generate mark information in the virtual scene to indicate the target mark position.

[0060] The aforementioned location marking device in a virtual scene responds to a first input operation targeting a target scene object in the virtual scene. It determines a first marking range based on the target scene object, the first marking range including at least the area in the virtual scene obscured by the target scene object. A first range identifier and a selection identifier corresponding to the first marking range are displayed in a graphical user interface. The selection identifier is configured to change its display position within the first range identifier based on a second input operation. In response to a location selection confirmation command, a target mark position is determined from the first marking range based on the current display position of the selection identifier within the first range identifier, and marking information indicating the target mark position is generated in the virtual scene. In this method, when a player encounters a scene area obscured by a scene object, they can continue to mark the location of the obscured area through operations on the game scene displayed in the graphical user interface, without interrupting the player's character control, thus maintaining operational continuity and improving the player's gaming experience.

[0061] The virtual scene described above includes a controlled virtual character controlled by a terminal device; a graphical user interface displays a crosshair; the crosshair is used to indicate the aiming direction of the controlled virtual character; the first mark range determination module is further used to: in response to a first input operation, determine the scene object aimed at by the crosshair as the target scene object; and determine the first mark range based on the target scene object.

[0062] The aforementioned first mark range determination module is also used to: determine the target height based on the position of the surface of the target scene object being aimed at by the crosshair; and determine the first mark range on the horizontal plane corresponding to the target height.

[0063] The aforementioned first marking range determination module is also used to: determine a regular geometric shape region on the horizontal plane corresponding to the target height, and determine the regular geometric shape region as the first marking range.

[0064] The aforementioned first mark range determination module is also used to: use the position of the crosshair as a reference point to determine a circular area on the horizontal plane corresponding to the target height, and define the circular area as the first mark range.

[0065] The aforementioned first marking range determination module is further configured to: determine the target size based on the size of the target scene object; and determine a circular area on the horizontal plane corresponding to the target height, centered on the position of the crosshair aiming at the target; wherein the circular area includes at least the cross-sectional area of ​​the target scene object on the horizontal plane.

[0066] The aforementioned first input operation includes a continuous triggering operation triggered by the first terminal device.

[0067] The aforementioned label display module is also used to: in response to a continuous triggering operation, continuously display the first range label and selection label corresponding to the first label range in the graphical user interface.

[0068] The aforementioned device further includes: a display position update module, used to update the display position of the selection identifier within a first range identifier in response to a second input operation during a continuous triggering operation.

[0069] The aforementioned continuous triggering operation includes a continuous pressing operation on a specified key, and the second input operation includes a movement control operation on the mouse. The display position update module is also used to update the display position of the selection identifier within the first range identifier based on the operation parameters of the movement control operation on the mouse during the continuous pressing operation on the specified key.

[0070] The aforementioned device further includes: a position selection confirmation command generation module, used to generate a position selection confirmation command in response to the release of a continuous press operation on a specified key.

[0071] The aforementioned device further includes: a marker location sending module, used to control the sending of a target marker location to a second terminal device, so that marker information indicating the target marker location is displayed in the second terminal device, wherein the second terminal device is used to control a first virtual character, and the first virtual character and the controlled virtual character have a specified game relationship.

[0072] This embodiment also provides an electronic device, including a processor and a memory. The memory stores machine-executable instructions that can be executed by the processor. The processor executes the machine-executable instructions to implement the location marking method in the virtual scene described above. Specifically: In response to a first input operation targeting a target scene object in a virtual scene, a first marking range is determined based on the target scene object, the first marking range including at least the area in the virtual scene occluded by the target scene object; a first range identifier and a selection identifier corresponding to the first marking range are displayed in a graphical user interface, wherein the selection identifier is configured to change its display position within the first range identifier according to a second input operation; in response to a position selection confirmation instruction, a target marker position is determined from the first marking range based on the current display position of the selection identifier within the first range identifier, and marker information indicating the target marker position is generated in the virtual scene.

[0073] In the above method, when players encounter scene areas obscured by scene objects, they can continue to mark the location of the obscured area by operating the game scene displayed on the graphical user interface. This will not interrupt the player's control of the character, thus maintaining operational continuity and improving the player's gaming experience.

[0074] Optionally, the virtual scene mentioned above includes a controlled virtual character controlled by a terminal device; a graphical user interface displays a crosshair; the crosshair is used to indicate the aiming direction of the controlled virtual character; the step of determining a first marking range based on the target scene object in response to a first input operation targeting a target scene object in the virtual scene includes: in response to the first input operation, determining the scene object aimed at by the crosshair as the target scene object; and determining the first marking range based on the target scene object.

[0075] Optionally, the step of determining the first marking range based on the target scene object includes: determining the target height based on the position of the surface of the target scene object being aimed at by the crosshair; and determining the first marking range on the horizontal plane corresponding to the target height.

[0076] Optionally, the step of determining the first marking range on the horizontal plane corresponding to the target height includes: determining a regular geometric shape region on the horizontal plane corresponding to the target height, and defining the regular geometric shape region as the first marking range.

[0077] Optionally, the step of determining a regular geometric shape region on the horizontal plane corresponding to the target height and defining the regular geometric shape region as the first marking range includes: using the aiming position of the crosshair as a reference point, determining a circular region on the horizontal plane corresponding to the target height, and defining the circular region as the first marking range.

[0078] Optionally, the above step of determining a circular area on the horizontal plane corresponding to the target height, using the aiming position of the crosshair as a reference point, includes: determining the target size based on the size of the target scene object; determining a circular area on the horizontal plane corresponding to the target height, centered on the aiming position of the crosshair, based on the target size; wherein the circular area includes at least the cross-sectional area of ​​the target scene object on the horizontal plane.

[0079] Optionally, the first input operation mentioned above includes a continuous triggering operation triggered by the first terminal device.

[0080] Optionally, the step of displaying the first range identifier and selection identifier corresponding to the first mark range in the graphical user interface includes: continuously displaying the first range identifier and selection identifier corresponding to the first mark range in the graphical user interface in response to a continuous triggering operation.

[0081] Optionally, the above method further includes: during the continuous triggering operation, in response to the second input operation, updating the display position of the selection identifier within the first range identifier.

[0082] Optionally, the above-mentioned continuous triggering operation includes a continuous pressing operation for a specified key, and the second input operation includes a movement control operation for a mouse: during the continuous triggering operation, the step of updating the display position of the selection identifier within the first range identifier in response to the second input operation includes: during the continuous pressing operation for the specified key, updating the display position of the selection identifier within the first range identifier based on the operation parameters of the movement control operation for the mouse.

[0083] Optionally, the above method further includes: in response to the release of a sustained press operation on a specified key, controlling the generation of a position selection confirmation command.

[0084] Optionally, the above method further includes: controlling the sending of the target marker location to a second terminal device, so that marker information indicating the target marker location is displayed in the second terminal device, wherein the second terminal device is used to control the first virtual character, and the first virtual character and the controlled virtual character have a specified game relationship.

[0085] See Figure 9 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the location marking method in the virtual scene described above.

[0086] Furthermore, Figure 9 The electronic device shown also includes a bus 102 and a communication interface 103, with the processor 100, the communication interface 103 and the memory 101 connected via the bus 102.

[0087] The memory 101 may include high-speed random access memory (RAM) and may also include non-volatile memory, such as at least one disk storage device. Communication between this system network element and at least one other network element is achieved through at least one communication interface 103 (which can be wired or wireless), such as the Internet, wide area network, local area network, metropolitan area network, etc. The bus 102 may be an ISA bus, PCI bus, or EISA bus, etc. The bus can be divided into address bus, data bus, control bus, etc. For ease of representation, Figure 9 The symbol is represented by a single double-headed arrow, but this does not mean that there is only one bus or one type of bus.

[0088] The processor 100 may be an integrated circuit chip with signal processing capabilities. In implementation, each step of the above method can be completed by the integrated logic circuitry in the hardware of the processor 100 or by instructions in software form. The processor 100 may be a general-purpose processor, including a Central Processing Unit (CPU), a Network Processor (NP), etc.; it may also be a Digital Signal Processor (DSP), an Application Specific Integrated Circuit (ASIC), a Field-Programmable Gate Array (FPGA), or other programmable logic devices, discrete gate or transistor logic devices, or discrete hardware components. It can implement or execute the methods, steps, and logic block diagrams disclosed in the embodiments of this application. The general-purpose processor may be a microprocessor or any conventional processor. The steps of the methods disclosed in the embodiments of this application can be directly manifested as execution by a hardware decoding processor, or execution by a combination of hardware and software modules in the decoding processor. The software module can reside in a readily available storage medium in the art, such as random access memory, flash memory, read-only memory, programmable read-only memory, electrically erasable programmable memory, or registers. This storage medium is located in memory 101, and the processor 100 reads the information from memory 101 and, in conjunction with its hardware, completes the steps of the method described in the foregoing embodiments.

[0089] This embodiment also provides a machine-readable storage medium storing machine-executable instructions. When the machine-executable instructions are called and executed by the processor, the machine-executable instructions cause the processor to implement the location marking method in the virtual scene described above.

[0090] This application provides a method, apparatus, and electronic device for location marking in a virtual scene, including a computer-readable storage medium storing program code. The instructions included in the program code can be used to execute the methods described in the preceding method embodiments. Specifically: In response to a first input operation targeting a target scene object in a virtual scene, a first marking range is determined based on the target scene object, the first marking range including at least the area in the virtual scene occluded by the target scene object; a first range identifier and a selection identifier corresponding to the first marking range are displayed in a graphical user interface, wherein the selection identifier is configured to change its display position within the first range identifier according to a second input operation; in response to a position selection confirmation instruction, a target marker position is determined from the first marking range based on the current display position of the selection identifier within the first range identifier, and marker information indicating the target marker position is generated in the virtual scene.

[0091] In the above method, when players encounter scene areas obscured by scene objects, they can continue to mark the location of the obscured area by operating the game scene displayed on the graphical user interface. This will not interrupt the player's control of the character, thus maintaining operational continuity and improving the player's gaming experience.

[0092] Optionally, the virtual scene mentioned above includes a controlled virtual character controlled by a terminal device; a graphical user interface displays a crosshair; the crosshair is used to indicate the aiming direction of the controlled virtual character; the step of determining a first marking range based on the target scene object in response to a first input operation targeting a target scene object in the virtual scene includes: in response to the first input operation, determining the scene object aimed at by the crosshair as the target scene object; and determining the first marking range based on the target scene object.

[0093] Optionally, the step of determining the first marking range based on the target scene object includes: determining the target height based on the position of the surface of the target scene object being aimed at by the crosshair; and determining the first marking range on the horizontal plane corresponding to the target height.

[0094] Optionally, the step of determining the first marking range on the horizontal plane corresponding to the target height includes: determining a regular geometric shape region on the horizontal plane corresponding to the target height, and defining the regular geometric shape region as the first marking range.

[0095] Optionally, the step of determining a regular geometric shape region on the horizontal plane corresponding to the target height and defining the regular geometric shape region as the first marking range includes: using the aiming position of the crosshair as a reference point, determining a circular region on the horizontal plane corresponding to the target height, and defining the circular region as the first marking range.

[0096] Optionally, the above step of determining a circular area on the horizontal plane corresponding to the target height, using the aiming position of the crosshair as a reference point, includes: determining the target size based on the size of the target scene object; determining a circular area on the horizontal plane corresponding to the target height, centered on the aiming position of the crosshair, based on the target size; wherein the circular area includes at least the cross-sectional area of ​​the target scene object on the horizontal plane.

[0097] Optionally, the first input operation mentioned above includes a continuous triggering operation triggered by the first terminal device.

[0098] Optionally, the step of displaying the first range identifier and selection identifier corresponding to the first mark range in the graphical user interface includes: continuously displaying the first range identifier and selection identifier corresponding to the first mark range in the graphical user interface in response to a continuous triggering operation.

[0099] Optionally, the above method further includes: during the continuous triggering operation, in response to the second input operation, updating the display position of the selection identifier within the first range identifier.

[0100] Optionally, the above-mentioned continuous triggering operation includes a continuous pressing operation for a specified key, and the second input operation includes a movement control operation for a mouse: during the continuous triggering operation, the step of updating the display position of the selection identifier within the first range identifier in response to the second input operation includes: during the continuous pressing operation for the specified key, updating the display position of the selection identifier within the first range identifier based on the operation parameters of the movement control operation for the mouse.

[0101] Optionally, the above method further includes: in response to the release of a sustained press operation on a specified key, controlling the generation of a position selection confirmation command.

[0102] Optionally, the above method further includes: controlling the sending of the target marker location to a second terminal device, so that marker information indicating the target marker location is displayed in the second terminal device, wherein the second terminal device is used to control the first virtual character, and the first virtual character and the controlled virtual character have a specified game relationship.

[0103] See Figure 9 As shown, the electronic device includes a processor 100 and a memory 101. The memory 101 stores machine-executable instructions that can be executed by the processor 100. The processor 100 executes the machine-executable instructions to implement the location marking method in the virtual scene described above.

[0104] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working process of the system and apparatus described above can be referred to the corresponding process in the foregoing method embodiments, and will not be repeated here.

[0105] Furthermore, in the description of the embodiments of this application, unless otherwise expressly specified and limited, the terms "installation," "connection," and "linking" should be interpreted broadly. For example, they can refer to a fixed connection, a detachable connection, or an integral connection; they can refer to a mechanical connection or an electrical connection; they can refer to a direct connection or an indirect connection through an intermediate medium; and they can refer to the internal connection of two components. Those skilled in the art can understand the specific meaning of the above terms in this application based on the specific circumstances.

[0106] If the aforementioned functions are implemented as software functional units and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this application, in essence, or the part that contributes to the prior art, or a part of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a 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 described in the various embodiments of this application. The aforementioned storage medium includes various media capable of storing program code, such as USB flash drives, portable hard drives, read-only memory (ROM), random access memory (RAM), magnetic disks, or optical disks.

[0107] In the description of this application, it should be noted that the terms "center," "upper," "lower," "left," "right," "vertical," "horizontal," "inner," and "outer," etc., indicate the orientation or positional relationship based on the orientation or positional relationship shown in the accompanying drawings. They are used only for the convenience of describing this application and simplifying the description, and do not indicate or imply that the device or element referred to must have a specific orientation, or be constructed and operated in a specific orientation. Therefore, they should not be construed as limitations on this application. Furthermore, the terms "first," "second," and "third" are used for descriptive purposes only and should not be construed as indicating or implying relative importance.

[0108] Finally, it should be noted that the above embodiments are merely specific implementations of this application, used to illustrate the technical solutions of this application, and not to limit them. The protection scope of this application is not limited thereto. Although this application has been described in detail with reference to the foregoing embodiments, those skilled in the art should understand that any person skilled in the art can still modify or easily conceive of changes to the technical solutions described in the foregoing embodiments, or make equivalent substitutions for some of the technical features, within the technical scope disclosed in this application. Such modifications, changes, or substitutions do not cause the essence of the corresponding technical solutions to deviate from the spirit and scope of the technical solutions of the embodiments of this application, and should all be covered within the protection scope of this application. Therefore, the protection scope of this application should be determined by the protection scope of the claims.

Claims

1. A method for location marking in a virtual scene, characterized in that, A graphical user interface is provided through the first terminal device; The graphical user interface displays at least a portion of the virtual scene, and the method includes: In response to a first input operation on a target scene object in the virtual scene, a first marked range is determined based on the target scene object, the first marked range including at least the area in the virtual scene occluded by the target scene object; The graphical user interface displays a first range identifier and a selection identifier corresponding to the first marked range, wherein the selection identifier is configured to change its display position within the first range identifier according to a second input operation; In response to a location selection confirmation command, a target marker location is determined from the first marker range based on the current location of the selected identifier within the first range identifier, and marker information for indicating the target marker location is generated in the virtual scene.

2. The method according to claim 1, characterized in that, The virtual scene includes a controlled virtual character controlled by the first terminal device; the graphical user interface displays a crosshair; the crosshair is used to indicate the aiming direction of the controlled virtual character; The step of determining a first marked range based on the target scene object in response to a first input operation on a target scene object in the virtual scene includes: In response to the first input operation, the scene object that the crosshair is aiming at is determined as the target scene object; The first marking range is determined based on the target scene object.

3. The method according to claim 2, characterized in that, The step of determining the first marking range based on the target scene object includes: The target height is determined based on the position of the surface of the target scene object being aimed at by the crosshair. A first marking range is determined on the horizontal plane corresponding to the target height.

4. The method according to claim 3, characterized in that, The step of determining the first marking range on the horizontal plane corresponding to the target height includes: A region with a regular geometric shape is defined on the horizontal plane corresponding to the target height, and the region with the regular geometric shape is defined as the first marking range.

5. The method according to claim 4, characterized in that, The step of defining a regularly shaped geometric region on a horizontal plane corresponding to the target height, and defining the regularly shaped geometric region as the first marking range, includes: Using the position of the crosshair as a reference point, a circular area is determined on the horizontal plane corresponding to the target height, and the circular area is defined as the first marking range.

6. The method according to claim 5, characterized in that, The step of determining a circular area on the horizontal plane corresponding to the target height, using the aiming position of the crosshair as a reference point, includes: Determine the target size based on the size of the target scene object; Centered on the position of the crosshair, a circular region is defined on the horizontal plane corresponding to the target height based on the target size; wherein, the circular region includes at least the cross-sectional area of ​​the target scene object on the horizontal plane.

7. The method according to claim 1, characterized in that, The first input operation includes a continuous triggering operation triggered by the first terminal device.

8. The method according to claim 7, characterized in that, The step of displaying the first range identifier and selection identifier corresponding to the first marked range in the graphical user interface includes: In response to the continuous triggering operation, the first range identifier and selection identifier corresponding to the first marked range are continuously displayed in the graphical user interface.

9. The method according to claim 7, characterized in that, The method further includes: During the continuous triggering operation, in response to the second input operation, the display position of the selection identifier within the first range identifier is updated.

10. The method according to claim 9, characterized in that, The continuous triggering operation includes a continuous press operation on a specified key, and the second input operation includes a mouse movement control operation: The step of updating the display position of the selection identifier within the first range identifier in response to the second input operation during the continuous triggering operation includes: During the continuous pressing operation of the specified key, the display position of the selection identifier within the first range identifier is updated based on the operation parameters of the mouse movement control operation.

11. The method according to claim 7, characterized in that, The method further includes: In response to the release of a sustained press on the designated key, the control generates the position selection confirmation command.

12. The method according to any one of claims 2-11, characterized in that, The method further includes: The control sends the target marker location to a second terminal device so that marker information indicating the target marker location is displayed in the second terminal device, wherein the second terminal device is used to control a first virtual character, and the first virtual character and the controlled virtual character have a specified game relationship.

13. A location marking device in a virtual scene, characterized in that, A graphical user interface is provided via a first terminal device; the graphical user interface displays at least a portion of a virtual scene, and the device includes: The first marking range determination module is configured to respond to a first input operation for a target scene object in the virtual scene and determine a first marking range based on the target scene object, wherein the first marking range includes at least the area in the virtual scene that is occluded by the target scene object. The identifier display module is used to display a first range identifier and a selection identifier corresponding to the first mark range in the graphical user interface, wherein the selection identifier is configured to change its display position within the first range identifier according to a second input operation; A location marking module is used to respond to a location selection confirmation command, determine a target mark location from the first mark range based on the current display location of the selected identifier within the first range identifier, and generate mark information in the virtual scene to indicate the target mark location.

14. An electronic device, characterized in that, It includes a processor and a memory, the memory storing machine-executable instructions that can be executed by the processor, the processor executing the machine-executable instructions to implement the location marking method in a virtual scene according to any one of claims 1-12.

15. A machine-readable storage medium, characterized in that, The machine-readable storage medium stores machine-executable instructions, which, when invoked and executed by a processor, cause the processor to implement the location marking method in the virtual scene as described in any one of claims 1-12.