Method, device and equipment for interaction of virtual role and storage medium
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- SHENZHEN TENCENT NETWORK INFORMATION TECH CO LTD
- Filing Date
- 2026-04-28
- Publication Date
- 2026-06-09
AI Technical Summary
In existing technologies, the interaction between virtual characters and virtual assets is relatively simple, lacking the ability to dynamically place and socially interact in multiplayer environments. It is impossible to change and place models in multiplayer public environments, which means that players cannot perform or show off their acquired set of contextualized items in multiplayer scenarios.
The concept of dedicated interactive areas and interactive participation permissions is introduced, allowing virtual characters with interactive participation permissions to interact in the dedicated interactive areas corresponding to virtual assets, while restricting characters without permissions from entering the area. By innovatively introducing "special permission collision boxes" and "localized display culling" technologies, the problems of malicious occlusion, clipping, and deliberate blocking of paths when multiple people place physical models in the same public area are solved.
It enriches the interaction methods between virtual characters and virtual assets, increases the enthusiasm of virtual characters to participate in interaction, promotes human-computer interaction, ensures that players can obtain perfect personalized placement and private social experience, and at the same time ensures the normal passage of ordinary players.
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Figure CN122164080A_ABST
Abstract
Description
Technical Field
[0001] This application relates to the fields of computer and internet technology, and in particular to a method, apparatus, device, and storage medium for interacting with virtual characters. Background Technology
[0002] In gaming applications, users can control virtual characters to place virtual assets in a virtual environment.
[0003] In related technologies, virtual assets can create obstructions in a virtual environment, generally allowing only the person who placed the virtual asset to enter the area where the virtual asset is located.
[0004] However, the interaction between these virtual characters and virtual assets is relatively simple. Summary of the Invention
[0005] This application provides a method, apparatus, device, and storage medium for interacting with virtual characters, which can enrich the interaction methods between virtual characters and virtual assets. The technical solution provided by this application includes the following aspects.
[0006] According to one aspect of the embodiments of this application, a method for interacting with virtual characters is provided, the method comprising the following steps.
[0007] Display a three-dimensional public virtual environment, which includes multiple virtual characters; Control the first virtual character to place the first virtual asset at a first location in the public virtual environment; The display shows the interaction process of at least one target virtual character in the exclusive interactive area corresponding to the first virtual asset; wherein, the target virtual character is a virtual character with interactive participation permission, the interactive participation permission includes the permission to enter the exclusive interactive area, and virtual characters in the public virtual environment that do not have the interactive participation permission are restricted from entering the exclusive interactive area.
[0008] According to one aspect of the embodiments of this application, a method for interacting with virtual characters is provided, the method comprising the following steps.
[0009] Display a three-dimensional public virtual environment, which includes multiple virtual characters; At a first location in the public virtual environment, a first virtual asset placed by a first virtual character is displayed; When the second virtual character has the permission to participate in the interaction, the second virtual character is controlled to participate in the interaction in the exclusive interaction area corresponding to the first virtual asset; wherein, the permission to participate in the interaction includes the permission to enter the exclusive interaction area, and virtual characters in the public virtual environment that do not have the permission to participate in the interaction are restricted from entering the exclusive interaction area.
[0010] According to one aspect of the embodiments of this application, an interactive device for virtual characters is provided, the device comprising the following modules.
[0011] An environment display module is used to display a three-dimensional public virtual environment, which includes multiple virtual characters; The asset placement module is used to control the first virtual character to place the first virtual asset at a first location in the public virtual environment; An interactive display module is used to display the interaction process of at least one target virtual character in a dedicated interactive area corresponding to the first virtual asset; wherein, the target virtual character is a virtual character with interactive participation permissions, the interactive participation permissions include the permission to enter the dedicated interactive area, and virtual characters in the public virtual environment that do not have the interactive participation permissions are restricted from entering the dedicated interactive area.
[0012] According to one aspect of the embodiments of this application, an interactive device for virtual characters is provided, the device comprising the following modules.
[0013] An environment display module is used to display a three-dimensional public virtual environment, which includes multiple virtual characters; An asset display module is used to display a first virtual asset placed by a first virtual character at a first location in the public virtual environment; The interaction module is used to control the second virtual character to participate in interactions within the exclusive interaction area corresponding to the first virtual asset, provided that the second virtual character has the permission to participate in interactions. The interaction permission includes the permission to enter the exclusive interaction area, and virtual characters in the public virtual environment that do not have the permission to participate in interactions are restricted from entering the exclusive interaction area.
[0014] According to one aspect of the embodiments of this application, a terminal device is provided, the terminal device including a processor and a memory, the memory storing a computer program, the computer program being loaded and executed by the processor to implement the above-described virtual character interaction method.
[0015] According to one aspect of the embodiments of this application, a computer-readable storage medium is provided, wherein a computer program is stored in the storage medium, the computer program being loaded and executed by a processor to implement the above-described method for interacting with virtual characters.
[0016] According to one aspect of the embodiments of this application, a computer program product is provided, the computer program product including a computer program, which is loaded and executed by a processor to implement the above-described interactive method of virtual characters.
[0017] The technical solutions provided in this application embodiment may have the following beneficial effects: Compared to related technologies that only allow the placer of the virtual asset to enter the area where the virtual asset is located, the technical solution provided in this application proposes a dedicated interactive area corresponding to the virtual asset, and the concept of interactive participation permissions for this dedicated interactive area. For a first virtual asset placed in a public virtual environment, any target virtual character with interactive participation permissions is allowed to interact in the dedicated interactive area. Conversely, virtual characters without interactive participation permissions are restricted from entering the dedicated interactive area and, of course, cannot interact. Therefore, this application enriches the interaction methods between virtual characters and virtual assets.
[0018] Furthermore, this application includes a permission design for virtual assets placed in public virtual environments, allowing virtual characters with interactive participation permissions to engage in interaction. This approach attracts virtual characters with interactive participation permissions to participate, increasing their enthusiasm for interaction and thus promoting human-computer interaction. Attached Figure Description
[0019] Figure 1 This is a structural block diagram of a computer system provided in one embodiment of this application; Figure 2 This is a schematic diagram of an interaction method for virtual characters provided in one embodiment of this application; Figure 3 This is a flowchart of a virtual character interaction method provided in one embodiment of this application; Figure 4 This is a flowchart of a virtual character interaction method provided in another embodiment of this application; Figure 5 This is a flowchart of a virtual character interaction method provided in another embodiment of this application; Figure 6 This is a schematic diagram illustrating the placement of virtual assets by a virtual character according to one embodiment of this application; Figure 7 This is a schematic diagram illustrating the placement of virtual assets by a virtual character, provided in another embodiment of this application; Figure 8This is a schematic diagram illustrating how a virtual character hides virtual assets, according to one embodiment of this application. Figure 9 This is a schematic diagram of a virtual character provided in one embodiment of this application; Figure 10 This is a schematic diagram illustrating the placement of virtual assets by a virtual character, provided in another embodiment of this application; Figure 11 This is a schematic diagram illustrating a virtual character entering a dedicated interactive area corresponding to a virtual asset, provided in one embodiment of this application. Figure 12 This is a schematic diagram of a virtual character entering a dedicated interactive area corresponding to a virtual asset, provided in another embodiment of this application; Figure 13 This is a schematic diagram illustrating a virtual character performing a preset action in a dedicated interactive area corresponding to a virtual asset, according to one embodiment of this application. Figure 14 This is a schematic diagram of a virtual character performing a preset action in a dedicated interactive area corresponding to a virtual asset, provided in another embodiment of this application; Figure 15 This is a schematic diagram of at least two interactive controls provided in one embodiment of this application; Figure 16 This is a schematic diagram of an invitation interface provided in one embodiment of this application; Figure 17 This is a schematic diagram of an invitation interface provided in another embodiment of this application; Figure 18 This is a schematic diagram illustrating the viewing of account information provided in one embodiment of this application; Figure 19 This is a schematic diagram illustrating different prompt messages after sending an interactive invitation, provided in one embodiment of this application; Figure 20 This is a schematic diagram of the interface after agreeing to the interactive invitation provided in one embodiment of this application; Figure 21 This is a schematic diagram of the interface after an interaction invitation has been rejected, provided in one embodiment of this application. Figure 22 This is a schematic diagram of an interactive invitation provided in one embodiment of this application; Figure 23 This is a schematic diagram of an interactive invitation provided in another embodiment of this application; Figure 24 This is a block diagram of an interactive device for a virtual character provided in one embodiment of this application; Figure 25 This is a block diagram of an interactive device for a virtual character provided in another embodiment of this application; Figure 26 This is a structural block diagram of a terminal device provided in one embodiment of this application. Detailed Implementation
[0020] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.
[0021] First, a brief introduction to the terms used in the embodiments of this application: Virtual environment: A virtual environment displayed (or provided) by an application when it runs on a terminal. This virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional three-dimensional world, or a purely fictional three-dimensional world. The virtual environment can be any of a two-dimensional, 2.5-dimensional, or three-dimensional virtual environment. Optionally, this virtual environment is also used for virtual environment battles between at least two virtual objects, and has virtual resources available to both virtual objects. Optionally, the virtual environment includes a symmetrical lower left and upper right corner area, with virtual objects belonging to two opposing factions each occupying one area, and the victory objective being the destruction of a target building / outpost / base / crystal deep within the opponent's area. Optionally, the virtual environment in this application is a three-dimensional public virtual environment.
[0022] Virtual character: refers to a virtual character controlled by a user account in a target application. Taking a game application as an example, a virtual character refers to a virtual character controlled by a user account in a game application. A virtual character can be a human figure, an animal, a cartoon character, or other forms; this application embodiment does not limit this. A virtual character can be displayed in three-dimensional or two-dimensional form; this application embodiment does not limit this. Optionally, when the virtual environment is a three-dimensional virtual environment, the virtual character is a three-dimensional model created based on animation skeletal technology. Each virtual character has its own shape and volume in the three-dimensional virtual environment and occupies a portion of the space in the three-dimensional virtual environment. The activities of a virtual character include, but are not limited to: adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing at least one of these. Illustratively, a virtual character is a virtual person, such as a simulated human character or an anime character. In some implementations, virtual characters can also be implemented using 2.5D or 2D models; this application embodiment does not limit this. Exemplarily, depending on the method of controlling the virtual character, virtual characters can be divided into user-controlled virtual characters and server-controlled virtual characters. In this application, a user-controlled virtual character is an active virtual character controlled by the client within a virtual environment. A server-controlled virtual character is a virtual character controlled by an automatic control algorithm or artificial intelligence program on the client or server. Server-controlled virtual characters include active and inactive objects within the virtual environment. For example, an inactive object can respond to or influence the activities of an active object; for instance, an active object can destroy an inactive object, or an active object can enter an inactive object's stealth state when it enters an inactive object. For example, the first virtual character in this application is a client-controlled virtual character. For example, the second virtual character in this application is also a client-controlled virtual character.
[0023] Virtual assets refer to virtual objects that allow user accounts to place in a virtual environment. This application does not limit the specific type of virtual asset; the virtual asset can be at least one of the following: virtual toys, virtual pets, virtual buildings, etc. The virtual assets in this application also include interactive functions, such as at least one of one-person interaction and multi-person interaction. Optionally, one-person interaction, also known as one-person performance, refers to the interaction between the placer of the virtual asset and the virtual asset. Optionally, multi-person interaction includes two-person performance. Two-person performance refers to the interaction between the placer of the virtual asset (e.g., the first virtual character) and the invited party (e.g., the second virtual character) and the virtual asset together.
[0024] User Interface (UI) controls: Any visual control or element visible on the user interface of an application, such as images, input boxes, text boxes, buttons, labels, etc., some of which respond to user actions. The UI controls involved in the embodiments of this application include, but are not limited to: a first interactive control and a second interactive control.
[0025] Please refer to Figure 1 This illustration shows a schematic diagram of a computer system provided in one embodiment of this application. The computer system may include: a terminal device 10 and a server 20.
[0026] Terminal device 10 includes, but is not limited to, mobile phones, tablets, smart voice interaction devices, game consoles, wearable devices, multimedia playback devices, PCs (Personal Computers), in-vehicle terminals, smart home appliances, and other electronic devices. A client application for the target application can be installed on terminal device 10. Optionally, the target application can be an application that requires downloading and installation, or it can be an application that can be used instantly; this embodiment of the application does not limit this.
[0027] In this embodiment, the target application is an application that provides a public virtual environment. This target application can be any of the following: a simulation program, a shooting game, a virtual reality (VR) application, an augmented reality (AR) application, a 3D mapping program, a virtual reality game, an augmented reality game, a first-person shooter (FPS) game, a multiplayer shooting survival game, a third-person shooter (TPS) game, a multiplayer online battle arena (MOBA) game, a strategy game (SLG), a social application, or an interactive entertainment application. In some embodiments, the target application is exemplified as a game application. Optionally, a client of the aforementioned target application runs on the terminal device 10.
[0028] The aforementioned public virtual environment refers to the scene displayed (or provided) by the client of the target application (such as a game application) when it runs on the terminal device. This public virtual environment refers to a created scene for virtual objects to perform activities (such as game competitions), such as virtual houses, virtual islands, and virtual maps. This public virtual environment can be a simulation of the real world, a semi-simulated / semi-fictional environment, or a purely fictional environment. The public virtual environment can be a two-dimensional virtual environment, a 2.5-dimensional virtual environment, or a three-dimensional virtual environment; this application does not limit this. The public virtual environment includes a first virtual character and a second virtual character. Of course, the public virtual environment can also include other virtual objects; this application does not limit this.
[0029] The aforementioned virtual character refers to a virtual character controlled by a user account within the target application. Taking a game application as an example, a virtual character refers to a game object controlled by a user account within the game application. A virtual character can be a human figure, an animal, a cartoon character, or other forms; this application embodiment does not limit this. Exemplarily, both the first and second virtual characters in this application are virtual characters controlled by the client.
[0030] Server 20 is used to provide backend services for the client of the target application in terminal device 10. For example, server 20 can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, CDN (Content Delivery Network), and big data and artificial intelligence platforms, but it is not limited to these.
[0031] In some embodiments, terminal device 10 includes a first terminal device and a second terminal device, wherein a first client of the target application is installed on the first terminal device, and a second client of the target application is installed on the second terminal device. A first user's first user account controls a first virtual character in the first client of the target application, and a second user's second user account controls a second virtual character in the second client of the target application. Optionally, the first virtual character and the second virtual character are in the same virtual environment. Optionally, the first virtual character and the second virtual character may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions; in this case, the second virtual character is considered a friendly virtual character of the first virtual character. Optionally, the first virtual character and the second virtual character may belong to different factions, different teams, different organizations, or have a hostile relationship; in this case, the second virtual character is considered an enemy virtual character of the first virtual character. Optionally, the clients installed on the first terminal device and the second terminal device are the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or iOS). The first terminal device can refer to one of multiple terminal devices, and the second terminal device can refer to another of multiple terminal devices; this embodiment only uses the first terminal device and the second terminal device as examples.
[0032] Terminal device 10 and server 20 can communicate with each other via a network. This network can be a wired network or a wireless network.
[0033] In some embodiments, such as Figure 2 As shown, the public virtual environment includes a first virtual character 210 and a second virtual character 220. Optionally, the first virtual character 210 places a first virtual asset 200 (the virtual asset in this application may also be referred to as a virtual toy or a toy) in the three-dimensional public virtual environment.
[0034] Optionally, regarding the first virtual asset 200 placed by the first virtual character 210, if the second virtual character 220 does not have the permission to participate in the interaction within the exclusive interactive area corresponding to the first virtual asset 200, then the second virtual character 220 is not allowed to participate in the interaction within the exclusive interactive area corresponding to the first virtual asset 200. Optionally, if the second virtual character 220 collides with the bounding box corresponding to the first virtual asset 200, the bounding box prevents the second virtual character 220 from entering the exclusive interactive area corresponding to the first virtual asset 200. Optionally, when the second virtual character 220 is prevented from entering the exclusive interactive area corresponding to the first virtual asset 200, a hidden display control 240 is displayed on the client corresponding to the second virtual character 220. Optionally, in response to the operation on the hidden display control 240, the client corresponding to the second virtual character 220 hides the first virtual asset 200 on its client, meaning the first virtual asset 200 is not visible on the client corresponding to the second virtual character 220. Optionally, the second virtual character 220 is allowed to pass through the location of the first virtual asset without colliding.
[0035] Optionally, regarding the first virtual asset 200 placed by the first virtual character 210, if the second virtual character 220 has interactive participation permissions for the exclusive interactive area corresponding to the first virtual asset 200, then the second virtual character 220 is allowed to participate in the interaction within the exclusive interactive area corresponding to the first virtual asset 200. Optionally, the first virtual character 210 and the second virtual character 220 can engage in a two-person performance next to the first virtual asset 200, i.e., two-person interactive participation.
[0036] For example, after the first virtual character 210 places the first virtual asset 200, if the first virtual character 210 sends an interaction invitation to the second virtual character 220 regarding the first virtual asset 200, then the second virtual character 220 is considered to have the permission to participate in the interaction within the exclusive interaction area corresponding to the first virtual asset. Conversely, if the first virtual character 210 does not send an interaction invitation to the second virtual character 220 regarding the first virtual asset 200, then the second virtual character 220 is considered not to have the permission to participate in the interaction within the exclusive interaction area corresponding to the first virtual asset.
[0037] In related technologies, the placement schemes for personalized props or ornaments are mainly divided into the following two types: The first type (local space placement): The placement function of ornaments or furniture in related technologies is limited to the player's own independent plane or exclusive space (such as "home system" or "personal room"), and does not support real-time dynamic placement and changes of physical models in a public multiplayer seamless map.
[0038] The second type (no collision or simple collision placement): Games that allow the placement of props in public scenes using related technologies often have a relatively simple and crude placement logic. The system usually does not handle clipping (model interference) issues between props and complex terrain, scene objects, or other player characters; or, to avoid blocking the way, the placed models are directly set as "virtual bodies" with no physical obstacles.
[0039] The related technologies lack dynamic placement capabilities and social interactivity in multiplayer environments, making it impossible to modify and place models in public multiplayer settings. This prevents players from showcasing or displaying their acquired, contextualized items in multiplayer scenarios. Personalized decorations can only be appreciated in isolation, severely limiting players' desire for social interaction and creative sharing.
[0040] In related technologies, clipping is not handled during placement, preventing players from achieving ideal placement effects. When the system doesn't finely address clipping issues, placed models often unnaturally overlap with the ground, plants, or other structures, especially other players moving freely. Due to the lack of reasonable constraints on the contact area of placement surfaces and the angle of terrain slope, players cannot achieve ideal aesthetic expressions and placement effects, disrupting the game's immersion. When other players appear at the edges of placed models or even maliciously interfere, it severely interrupts the player experience.
[0041] This application aims to break the existing placement restrictions in multiplayer public environments, allowing players to freely place personalized toys in multiplayer areas and generate reasonable physical obstacles. Simultaneously, by innovatively introducing "special permission collision boxes" and "localized display culling (hiding the toy)" technologies, this application completely solves problems such as malicious occlusion, clipping interference, and intentional roadblocks that arise when multiple players place physical models in the same public area. Players not only enjoy a perfect personalized placement and private social experience, but the normal passage of ordinary players is also seamlessly guaranteed.
[0042] For detailed explanations, please refer to the embodiments on the first terminal device side and the embodiments on the second terminal device side below, which will not be repeated here.
[0043] Please refer to Figure 3 The diagram illustrates a flowchart of a virtual character interaction method provided in one embodiment of this application. The executing entity for each step of this method can be the first terminal device described above, such as the client of the target application described above. In the following method embodiments, for ease of description, the executing entity for each step will only be described as the "client". The method may include at least one of the following steps (310-330).
[0044] Step 310: Display a three-dimensional public virtual environment, which includes multiple virtual characters.
[0045] In this application embodiment, when displaying a public virtual environment (hereinafter referred to as the virtual environment) on a terminal device, there are at least three ways to display it. The first is a first-person perspective, where a virtual camera is installed above the head of the first virtual character, and the view obtained by this virtual camera is used as the displayed virtual environment image. In this case, the first virtual character is not included in the displayed virtual environment image. The second is a third-person perspective, where a virtual camera is installed behind the first virtual character, and the view obtained by this virtual camera is used as the displayed virtual environment image. In this case, the displayed virtual environment image may include part or all of the first virtual character. The orientation of both the first-person and third-person perspectives changes with the orientation of the first virtual character. The third is another perspective with a specific direction, where the orientation of the perspective does not change. That is, the view obtained by the virtual camera observing the entire virtual environment according to a specific orientation is used as the displayed virtual environment image. In this case, the first virtual character may be displayed in the center of the virtual environment image, in another position within the virtual environment image, or not displayed at all. This application does not limit this. The public virtual environment in this application is also considered an open-world environment, supporting the participation of a large number of virtual characters. The public virtual environment in this application is also a multiplayer public area: a public scene or plane within the game that allows multiple players to coexist, be visible, and interact.
[0046] In some embodiments, the public virtual environment includes multiple virtual characters. Optionally, the multiple virtual characters include at least one of the first, second, third, and fourth virtual characters mentioned in the following embodiments. The multiple virtual characters included in the public virtual environment may or may not belong to any faction. Optionally, a virtual character located in the public virtual environment may choose to join one of the factions or choose not to join any faction; this application does not limit this choice.
[0047] In some embodiments, any virtual character in a public virtual environment is allowed to place virtual assets within that environment. Optionally, a first virtual asset placed by a first virtual character is displayed in the public virtual environment and is visible to other virtual characters within the public virtual environment. Optionally, the placed virtual asset is considered to exist as an entity in the public virtual environment and will collide with virtual characters.
[0048] Step 320: Control the first virtual character to place the first virtual asset at the first location in the public virtual environment.
[0049] In some embodiments, in response to a placement operation, a first virtual character is controlled to place a first virtual asset at a first location in a public virtual environment. Exemplarily, the placement operation is an operation for placing a virtual asset. Exemplarily, the placement operation may be an operation for a placement control.
[0050] In some embodiments, in response to an operation of selecting a first virtual asset from a plurality of virtual assets, the first virtual asset is selected as the virtual asset to be placed. In response to a placement operation, the first virtual character is controlled to place the first virtual asset at a first location in a public virtual environment.
[0051] In some embodiments, if placing virtual assets is permitted at the first location, the first virtual character is controlled to place the first virtual asset at the first location in the public virtual environment. In some embodiments, if placing virtual assets is not permitted at the first location, it is not possible to control the first virtual character to place the first virtual asset at the first location in the public virtual environment. Regarding whether placing virtual assets at the first location is permitted, please refer to the explanation of the following embodiments; further details will not be elaborated here.
[0052] In some embodiments, the first virtual asset is any one of the virtual assets owned by the first virtual character. Optionally, the first virtual asset may also be a virtual asset created by the first virtual character. Optionally, the first virtual asset is the highest priority virtual asset among at least one virtual asset owned by the first virtual character. Optionally, the first virtual asset is the virtual asset selected to be placed in the first position among at least one virtual asset owned by the first virtual character. This application does not limit the specific type of the first virtual asset, which may be at least one of virtual houses, virtual tables, virtual playgrounds, virtual viewing platforms, etc.
[0053] In some embodiments, the first location is any location in a public virtual environment. Optionally, the first location is a location in the public virtual environment where virtual assets are permitted to be placed. This application does not limit the specific location of the first location.
[0054] In some embodiments, such as Figure 6 As shown, a first virtual character 610 intends to place a first virtual asset 600 in a public virtual environment. Optionally, a first rectangular prompt message 620 is displayed. Optionally, this first rectangular prompt message 620 is used to indicate that the current first location allows the placement of virtual assets. For example, the first rectangular prompt message 620 is green.
[0055] In some embodiments, such as Figure 7As shown, a first virtual character 610 intends to place a first virtual asset 600 in a public virtual environment. Optionally, a second rectangular prompt message 720 is displayed. Optionally, this second rectangular prompt message 720 is used to indicate that placing the first virtual asset 600 at the current first location will result in a collision with the slope 730, therefore placing the first virtual asset 600 is not allowed. For example, the second rectangular prompt message 720 is red.
[0056] The toys and contextualized ornaments involved in this application refer to personalized props (virtual assets) that players can freely place in the game scene, which have corresponding model assets and come with single-player or two-player (or multi-player) interactive performance functions.
[0057] Step 330: Display the interaction process of at least one target virtual character in the exclusive interactive area corresponding to the first virtual asset; wherein, the target virtual character is a virtual character with interactive participation permission, the interactive participation permission includes the permission to enter the exclusive interactive area, and virtual characters in the public virtual environment that do not have interactive participation permission are restricted from entering the exclusive interactive area.
[0058] In some embodiments, interactive participation permission refers to the permission to participate in interactive activities within a dedicated interactive area. Optionally, interactive participation permission includes the permission to enter the dedicated interactive area. That is, if the virtual character has interactive participation permission, the virtual character is allowed to enter the dedicated interactive area. If the virtual character does not have interactive participation permission, the virtual character is not allowed to enter the dedicated interactive area.
[0059] In some embodiments, the exclusive interactive area corresponding to the first virtual asset is an interactive area set up for the first virtual asset and exclusively for the first virtual character.
[0060] Alternatively, the exclusive interactive area can be equal to the area occupied by the first virtual asset in the public virtual environment. For example, if the first virtual asset is a virtual house, then the exclusive interactive area can be the area where the house is located.
[0061] Alternatively, the dedicated interaction area can be larger than the area occupied by the first virtual asset in the public virtual environment. For example, if the first virtual asset is a virtual table, then the dedicated interaction area can be the virtual table and a certain area around the virtual table.
[0062] Alternatively, the exclusive interactive area can be smaller than the area occupied by the first virtual asset in the public virtual environment. For example, if the first virtual asset is a virtual playground, the exclusive interactive area can be the area where the virtual amusement facilities (virtual carousel, virtual swing, etc.) are located in the virtual playground.
[0063] For example, the exclusive interactive area overlaps with the area occupied by the first virtual asset in the public virtual environment. For instance, the exclusive interactive area includes the area occupied by the first virtual asset in the public virtual environment. For example, the exclusive interactive area does not overlap with the area occupied by the first virtual asset in the public virtual environment.
[0064] This application proposes the concept of interactive participation permissions for the exclusive interactive area corresponding to virtual assets. When a virtual character has interactive participation permissions, they can participate in interactive activities within the exclusive interactive area. Optionally, the first virtual character, as the placer of the virtual asset, has interactive participation permissions. In addition to the first virtual character, other virtual characters in the virtual environment can also have interactive participation permissions.
[0065] For example, for a second virtual character in a virtual environment, if the second virtual character is invited by the first virtual character to participate in an interactive activity in the exclusive interactive area corresponding to the first virtual asset, then the second virtual character has the permission to participate in the interactive activity in the exclusive interactive area corresponding to the first virtual asset.
[0066] For example, if the second virtual character in the virtual environment has a friend relationship with the first virtual character, then the second virtual character has the right to participate in the interaction in the exclusive interactive area corresponding to the virtual assets placed by the first virtual character.
[0067] For example, for a second virtual character in a virtual environment, if the second virtual character passes the challenge corresponding to the first virtual asset, then the second virtual character has the right to participate in the interaction in the exclusive interactive area corresponding to the virtual asset placed by the first virtual character. Optionally, the "challenge" here can be a question set by the first virtual character for the first virtual asset. Any virtual character that passes the "challenge" automatically has the right to participate in the interaction in the exclusive interactive area corresponding to the virtual asset placed by the first virtual character. Optionally, the "challenge" can be a question designed for the first virtual asset, and when the virtual character participating in the challenge answers correctly, that virtual character has the right to participate in the interaction. Optionally, the "challenge" can be a level designed for the first virtual asset, and when the virtual character participating in the challenge passes the level, that virtual character has the right to participate in the interaction.
[0068] In some embodiments, if the target virtual character is a first virtual character, then the interaction process of the first virtual character in the dedicated interaction area corresponding to the first virtual asset is displayed. In some embodiments, if the target virtual character is a second virtual character, then the interaction process of the second virtual character in the dedicated interaction area corresponding to the first virtual asset is displayed.
[0069] Optionally, the interactive participation of the target virtual character in the exclusive interactive area includes at least one of the following: the target virtual character enters the exclusive interactive area, the target virtual character performs a preset action in the exclusive interactive area, the target virtual character interacts with the exclusive props in the exclusive interactive area, and the target virtual character takes away the exclusive props in the exclusive interactive area.
[0070] The interactive process of displaying at least one target virtual character in a dedicated interactive area corresponding to a first virtual asset in this application includes at least one of the following.
[0071] The first method displays at least one target virtual character entering the exclusive interactive area corresponding to the first virtual asset. Conversely, virtual characters without the permission to participate in the exclusive interactive area cannot enter the exclusive interactive area corresponding to the first virtual asset.
[0072] The second method involves displaying at least one target virtual character performing a preset action within the dedicated interactive area corresponding to the first virtual asset. Optionally, the preset action is an action pre-defined for the first virtual asset, and virtual characters entering the dedicated interactive area automatically or manually perform this preset action. Conversely, virtual characters without access to the dedicated interactive area cannot perform the preset action.
[0073] The third method involves displaying at least one target virtual character interacting with exclusive items within the exclusive interactive area corresponding to the first virtual asset. Optionally, the exclusive items in the exclusive interactive area may correspond to the aforementioned first virtual asset, or a portion of the assets included in the first virtual asset. Optionally, the exclusive items in the exclusive interactive area may also be items automatically generated based on the placed first virtual asset. For example, if the first virtual asset is a virtual amusement park, then the exclusive items in the exclusive interactive area may be amusement park rides within the virtual amusement park. Optionally, the target virtual character can enter the virtual amusement park and interact with its rides, such as riding a carousel or swinging on a swing. Conversely, virtual characters without access to the exclusive interactive area cannot interact with the exclusive items in the exclusive interactive area corresponding to the first virtual asset.
[0074] Fourth, displaying at least one target virtual character taking a unique item from the exclusive interaction area. In some embodiments, the exclusive item is considered to be a virtual item that can be taken. Optionally, if the target virtual character has permission to participate in the exclusive interaction area, the target virtual character is allowed to take the exclusive item from the exclusive interaction area. Conversely, virtual characters that do not have permission to participate in the exclusive interaction area cannot take the exclusive item from the exclusive interaction area.
[0075] In some embodiments, virtual characters that do not have interactive participation permissions in a public virtual environment are restricted from entering a dedicated interactive area. This restriction includes at least one of the following: the virtual character cannot enter the dedicated interactive area corresponding to the first virtual asset; the virtual character can enter the dedicated interactive area corresponding to the first virtual asset but cannot perform a preset action; the virtual character can enter the dedicated interactive area corresponding to the first virtual asset but cannot interact with the dedicated item; or the virtual character can enter the dedicated interactive area corresponding to the first virtual asset but cannot take away the dedicated item.
[0076] In some embodiments, interactive controls are displayed on the client corresponding to the target virtual character. In response to an operation on the interactive controls, the interaction process of the target virtual character in the dedicated interactive area corresponding to the first virtual asset is displayed. In some embodiments, interactive controls are displayed on the client corresponding to the target virtual character when the target virtual character approaches or enters the dedicated interactive area. In response to an operation on the interactive controls, the interaction process of the target virtual character in the dedicated interactive area corresponding to the first virtual asset is displayed.
[0077] Taking the target virtual character as the first virtual character as an example, interactive controls are displayed on the client corresponding to the first virtual character (i.e., the client of the first terminal device). In response to operations on the interactive controls, the interaction process of the first virtual character in the dedicated interactive area corresponding to the first virtual asset is displayed. For example, the first virtual character is shown performing a preset action in the dedicated interactive area corresponding to the first virtual asset.
[0078] Taking the target virtual character as the second virtual character as an example, if the second virtual character has interactive participation permissions, interactive controls are displayed on the client corresponding to the second virtual character (i.e., the client of the second terminal device). In response to operations on the interactive controls, the interactive process of the second virtual character in the dedicated interactive area corresponding to the first virtual asset is displayed. For example, the second virtual character is shown performing a preset action in the dedicated interactive area corresponding to the first virtual asset.
[0079] For details regarding interactive participation, please refer to the specific explanations in the following embodiments, which will not be repeated here.
[0080] Compared to related technologies that only allow the placer of the virtual asset to enter the area where the virtual asset is located, the technical solution provided in this application proposes a dedicated interactive area corresponding to the virtual asset, and the concept of interactive participation permissions for this dedicated interactive area. For a first virtual asset placed in a public virtual environment, any target virtual character with interactive participation permissions is allowed to interact in the dedicated interactive area. Conversely, virtual characters without interactive participation permissions are restricted from entering the dedicated interactive area and, of course, cannot interact. Therefore, this application enriches the interaction methods between virtual characters and virtual assets.
[0081] Furthermore, this application includes a permission design for virtual assets placed in public virtual environments, allowing virtual characters with interactive participation permissions to engage in interaction. This approach attracts virtual characters with interactive participation permissions to participate, increasing their enthusiasm for interaction and thus promoting human-computer interaction.
[0082] Please refer to Figure 4 The diagram illustrates a flowchart of a virtual character interaction method provided in another embodiment of this application. The executing entity for each step of this method can be the first terminal device described above, such as the client of the aforementioned target application. In the following method embodiments, for ease of description, the executing entity for each step will only be described as the "client". The method may include at least one of the following steps (410-440).
[0083] Step 410: Display a three-dimensional public virtual environment, which includes multiple virtual characters.
[0084] Step 420: Control the first virtual character to place the first virtual asset at the first location in the public virtual environment.
[0085] The following embodiments illustrate multi-person interaction. Optionally, "multi-person" in the context of multi-person interaction in this application refers to two or more target virtual characters jointly participating in the interaction within a dedicated interaction area.
[0086] In some embodiments, at least one target virtual character includes a first virtual character and at least one second virtual character, wherein the first virtual character is controlled by a first user account and the second virtual character is controlled by a second user account.
[0087] Step 430: If the second user account agrees to the interaction invitation, display the interaction process between the first virtual character and at least one second virtual character in the exclusive interaction area.
[0088] The interaction invitation is sent from the first user account to the second user account, and is used to invite the second virtual character to interact with the first virtual character in the exclusive interaction area.
[0089] In some embodiments, the interaction process described in step 430 is referred to as a multi-person interaction process. In some embodiments, if the second user account agrees to the interaction invitation, a multi-person interaction process between the first virtual character and at least one second virtual character in a dedicated interaction area is displayed. Optionally, if the second user account agrees to the interaction invitation, a two-person interaction process between the first virtual character and the second virtual character in a dedicated interaction area is displayed.
[0090] In some embodiments, a first user account may send interaction invitations to multiple second user accounts. Optionally, each second user account that agrees to the interaction invitation may have a second virtual character that can participate in the multi-person interaction process.
[0091] In some embodiments, after an interaction invitation is sent to a second user account, the client corresponding to the second user account displays the interaction invitation, along with an "agree" control and a "decline" control. If the second user performs an action on the "agree" control, the second user account is considered to have agreed to the interaction invitation. Conversely, if the second user performs an action on the "decline" control, the second user account is considered to have not agreed to the interaction invitation.
[0092] In some embodiments, when a second user account agrees to the interaction invitation, the interaction process between a first virtual character and at least one second virtual character in a dedicated interaction area is displayed, including at least one of the following.
[0093] The first scenario involves displaying the first virtual character and at least one second virtual character entering the exclusive interactive area corresponding to the first virtual asset, provided that the second user account agrees to the interaction invitation.
[0094] The second method involves, upon the second user account agreeing to the interaction invitation, displaying the first virtual character and at least one second virtual character each performing preset actions in the exclusive interaction area corresponding to the first virtual asset.
[0095] The third method involves, if the second user account agrees to the interaction invitation, displaying the first virtual character and at least one second virtual character interacting with exclusive items in the exclusive interaction area corresponding to the first virtual asset.
[0096] The fourth method involves displaying the first virtual character and at least one second virtual character taking exclusive items from the exclusive interactive area if the second user account agrees to the interaction invitation.
[0097] For an explanation of this part, please refer to the above embodiments, which will not be repeated here.
[0098] The technical solution provided in this application allows for multi-person interaction in a dedicated interactive area, where other virtual characters and the first virtual character placing the first virtual asset can be invited together. Based on this, this application adopts an invitation + multi-person interaction model, enriching the interaction methods for virtual assets.
[0099] In some embodiments, step 430 includes: controlling a first virtual character to perform a first action in a dedicated interactive area, and displaying at least one second virtual character performing a second action in the dedicated interactive area; wherein the first action and the second action are preset interactive actions for the first virtual asset.
[0100] In some embodiments, the first action and the second action may be the same action or different actions, and this application does not limit this.
[0101] In some embodiments, the first action and the second action are pre-defined interactive actions for the first virtual asset. Optionally, the first action and the second action are pre-defined actions for the first virtual asset that require interaction with each other. For example, the first action performed by the first virtual character is sitting on a virtual swing, and the second action performed by the second virtual character is pushing the first virtual character sitting on the virtual swing. For example, the first action performed by the first virtual character is sitting in one position on a double carousel, and the second action performed by the second virtual character is sitting in the other position on the double carousel. For example, the first action performed by the first virtual character is striking a pose to the left of the first virtual asset, and the second action performed by the first virtual character is striking a different pose to the right of the first virtual asset. This application does not limit the specific types of the first action and the second action.
[0102] In some embodiments, an interaction control is displayed when the second virtual character agrees to the interaction invitation. In response to the operation of the interaction control, the first virtual character is controlled to perform a first action in a dedicated interaction area, and a second action performed by at least one second virtual character in the dedicated interaction area is displayed.
[0103] In some embodiments, if the second virtual character agrees to the interaction invitation and appears in the exclusive interaction area, the first virtual character is automatically controlled to perform a first action in the exclusive interaction area, and at least one second action performed by the second virtual character in the exclusive interaction area is displayed.
[0104] In some embodiments, when the second virtual character agrees to the interaction invitation, in response to the triggering of the interaction control displayed on the client corresponding to the first virtual character and the triggering of the interaction control displayed on the client corresponding to the second virtual character, the first virtual character is shown performing a first action in the exclusive interaction area, and at least one second virtual character is shown performing a second action in the exclusive interaction area.
[0105] The control-related steps mentioned in this application can be executed by a terminal device or a client on the terminal device, or by a server, and this application does not limit this. In some embodiments, step 430 includes: displaying a first action performed by a first virtual character in a dedicated interactive area, and displaying a second action performed by at least one second virtual character in the dedicated interactive area.
[0106] The technical solution provided in this application enriches the interaction methods for virtual assets by pre-setting first and second actions in multi-person interactions for a dedicated interactive area. At the same time, the different actions performed by different virtual characters also promote human-computer interaction.
[0107] In some embodiments, when the first virtual character meets the interaction conditions, at least one interactive control is displayed, and the at least one interactive control includes the first interactive control; wherein the interaction conditions include at least one of the following: the first virtual character enters the exclusive interactive area, or the first virtual character approaches the exclusive interactive area.
[0108] The first interactive control in this application can also be called a multi-person interactive control. Optionally, the multi-person interactive control is used to invite other virtual characters and the first virtual character to interact together in a dedicated interactive area.
[0109] Interaction conditions are considered as the conditions for initiating interaction. Optionally, at least one interactive control is displayed when the first virtual character enters the exclusive interactive area. Optionally, at least one interactive control is displayed when the first virtual character approaches the exclusive interactive area. Optionally, at least one interactive control is displayed when the distance between the first virtual character and the exclusive interactive area is less than or equal to a threshold. Optionally, at least one interactive control can also be triggered by activating a UI control on the UI interface.
[0110] Optionally, in response to an operation on the first interactive control, an invitation screen is displayed, which shows at least one user account identifier.
[0111] The operation on the first interactive control is an operation requesting multi-user interaction. Optionally, in response to the operation on the first interactive control, an invitation interface is displayed on top of the current user interface. Optionally, the invitation interface displays at least one user account identifier. Optionally, the user account identifier is used to identify different user accounts. Optionally, the user account identifier includes at least one of the following: the user account's avatar and the user account's nickname.
[0112] In one possible implementation, an invitation interface is displayed, which includes entry points for switching between different categories of user accounts.
[0113] Optionally, users can invite friend user accounts to participate in multi-user interactions. For example, at least one user account identifier displayed on the invitation interface corresponds to a friend user account of the first user account.
[0114] Optionally, non-friend user accounts can be invited to participate in multi-person interactions. For example, at least one user account identifier displayed in the invitation interface corresponds to a non-friend user account of the first user account, such as a user account that has historically interacted with the first user account, or a user account on a device near the device corresponding to the first user account (i.e., a nearby user account).
[0115] Optionally, the invitation interface includes at least one of a first entry control, a second entry control, and a third entry control. Optionally, in response to an operation on the first entry control, the invitation interface displays the identifiers of the friend user accounts of the first user account. Optionally, in response to an operation on the second entry control, the invitation interface displays the identifiers of nearby user accounts of the first user account. Optionally, in response to an operation on the third entry control, the invitation interface displays the identifiers of user accounts that have historically interacted with the first user account.
[0116] Optionally, in addition to displaying the user account identifier, the invitation interface may also display a status identifier. Optionally, the status identifier is used to indicate the user account's status. For example, if the status identifier indicates that the user account is offline, an interaction invitation cannot be sent to that user account. Conversely, if the status identifier indicates that the user account is online, an interaction invitation can be sent to that user account.
[0117] In some embodiments, in response to a selection operation for a target user account identifier among at least one user account identifier, an interaction invitation is sent to a second user account indicated by the target user account identifier.
[0118] Optionally, the target user account identifier can be any one or more of at least one user account identifier. The user account indicated by the target user account identifier is the second user account.
[0119] Optionally, in response to a selection operation for at least one target user account identifier among at least one user account identifier, an interaction invitation is sent to the second user account indicated by each of the at least one target user account identifier.
[0120] In other words, multiple target user account identifiers can be selected simultaneously to send interaction invitations to multiple secondary user accounts at the same time. Alternatively, one target user account identifier can be selected at a time to send an interaction invitation to the secondary user account indicated by that target user account identifier.
[0121] Optionally, M target user account identifiers can be selected simultaneously to send interaction invitations to M second user accounts at the same time. Optionally, the maximum number of second virtual characters participating in the interaction with the first virtual character is N. M is a positive integer, and N is a positive integer.
[0122] For example, if M is less than or equal to N, and K out of the M second user accounts that accept the interaction invitation, the interaction process between the first virtual character and the K second virtual characters in the exclusive interaction area is displayed. K is a positive integer less than or equal to M.
[0123] For example, if M is greater than N, and among the interaction invitations sent to M second user accounts, K second user accounts agree to the interaction invitations, and K is greater than N, the interaction process between the first virtual character and the N second virtual characters in the exclusive interaction area is displayed. The N second virtual characters are the second virtual characters corresponding to the first N user accounts among the K second user accounts that agreed to the interaction invitations.
[0124] Optionally, if M is greater than N, and among the interaction invitations sent to the M second user accounts, K second user accounts agree to the interaction invitations, and K is less than or equal to N, the interaction process between the first virtual character and the K second virtual characters in the exclusive interaction area is displayed.
[0125] Optionally, different user account identifiers are used to identify different user accounts. Optionally, the selection operation for a target user account identifier among at least one user account identifier is an operation to select the target user account identifier to send an interaction invitation to the second user account indicated by the target user account identifier. Optionally, the selection operation for a target user account identifier among at least one user account identifier includes the operation of selecting the target user account identifier. Optionally, the selection operation for a target user account identifier among at least one user account identifier includes the operation of the invitation control corresponding to the target user account identifier. Optionally, different user account identifiers correspond to different invitation controls. Optionally, after clicking the invitation control corresponding to the target user account identifier, an interaction invitation is sent to the second user account indicated by the target user account identifier. Optionally, after the invitation control is triggered, it changes from an inviteable state to a waiting-for-response state. The inviteable state indicates that the second user account indicated by the target user account identifier can be invited. The waiting-for-response state indicates that an interaction invitation has been sent to the second user account indicated by the target user account identifier, but the second user account has not yet accepted the interaction invitation.
[0126] The technical solution provided in this application embodiment uses a first interactive control to trigger the display of an invitation interface, thereby allowing the first user to select the virtual object they want to invite to participate in the interaction, thus improving the flexibility and freedom of the interactive participation.
[0127] In some embodiments, after the first user account sends an interaction invitation to the second user account, a first prompt message is displayed, which is used to indicate whether the interaction invitation has been agreed to by the second user account.
[0128] Optionally, the first prompt message can be a text-based prompt, a bullet screen-based prompt, a voice prompt, or a vibration prompt. This application does not limit the type of the first prompt message.
[0129] Optionally, if the second user account agrees to the interaction invitation after the first user account sends it to the second user account, the first prompt message of the first style is displayed, which is used to indicate that the interaction invitation has been agreed to by the second user account.
[0130] Optionally, if the second user account does not agree to the interaction invitation after the first user account sends it to the second user account, the first prompt message in the second style will be displayed. The first prompt message in the second style is used to indicate that the interaction invitation has not been agreed to by the second user account.
[0131] Optionally, the first prompt message for the first style is different from the first prompt message for the second style.
[0132] For example, if the second user account does not agree to the interaction invitation within a threshold time after receiving the interaction invitation (does not perform the agreement to the invitation operation), it is considered that the second user account has rejected the interaction invitation or has not agreed to the interaction invitation.
[0133] For example, if the second user account does not agree to the interaction invitation within a threshold time after receiving the interaction invitation (does not perform the agreement to the invitation operation), it is considered that the second user account automatically agrees to the interaction invitation, that is, the second user account agrees to the interaction invitation.
[0134] In some embodiments, if a second user account agrees to the interaction invitation, a second virtual character is displayed that has been transported to a dedicated interaction area.
[0135] Optionally, the second virtual character and the first virtual character may be located in different locations within the virtual environment. After the second user account agrees to the interaction invitation, the second virtual character is automatically transported to the dedicated interaction area. Optionally, after at least one second user account agrees to the interaction invitation, at least one second virtual character is automatically transported to the dedicated interaction area.
[0136] At this point, it is assumed that the first virtual character and at least one second virtual character are both in the exclusive interaction area. At this point, the first virtual character can be automatically controlled to perform the first action, and at least one second virtual character can be automatically controlled to perform the second action, through the server or terminal device.
[0137] Optionally, both the first virtual character and at least one second virtual character are located in a dedicated interactive area. In response to an interactive operation, the interaction process between the first virtual character and at least one second virtual character in the dedicated interactive area is displayed. That is, after the second virtual character is transported to the dedicated interactive area, the first user still needs to manually initiate the interaction, i.e., perform an interactive operation, in order to trigger the interaction between the first virtual character and at least one second virtual character in the dedicated interactive area.
[0138] Optionally, both the first virtual character and at least one second virtual character are located in a dedicated interactive area. In response to an interaction performed by the first user, and with at least one second user performing an interaction, the interaction process between the first virtual character and at least one second virtual character within the dedicated interactive area is displayed. That is, after the second virtual character is transported to the dedicated interactive area, both the first user and at least one second user must manually initiate the interaction to trigger the interaction between the first virtual character and at least one second virtual character within the dedicated interactive area.
[0139] The technical solution provided in this application displays a first prompt message to indicate to a first user account whether an interaction invitation sent to a second user account has been accepted by the second user account. Based on this, this application enriches the interface display elements, improves the user's interactive perception, and thus improves both information display efficiency and interaction efficiency.
[0140] In the following embodiments, the explanation focuses on single-player interaction. Optionally, "single-player" in the context of single-player interaction refers to a situation where the number of target virtual characters participating in the interaction within a dedicated interaction area is equal to one.
[0141] In some embodiments, step 330 above includes step 440 (not shown in the figures). Optionally, step 330 includes at least one of steps 430 and 440.
[0142] Step 440: If the first virtual character meets the interaction conditions, display the single-person interaction process of the first virtual character in the exclusive interaction area.
[0143] The interaction conditions include at least one of the following: the first virtual character enters the exclusive interaction area, or the first virtual character approaches the exclusive interaction area.
[0144] For an explanation of the interaction conditions, please refer to the above embodiments; they will not be repeated here.
[0145] In some embodiments, if the first virtual character meets the interaction conditions, the interaction process of the first virtual character in the exclusive interaction area is displayed, including at least one of the following.
[0146] The first method involves displaying the first virtual character entering the exclusive interactive area corresponding to the first virtual asset when the first virtual character meets the interaction conditions.
[0147] The second approach involves displaying the first virtual character performing preset actions in the exclusive interactive area corresponding to the first virtual asset, provided that the first virtual character meets the interaction conditions.
[0148] The third method involves, when the first virtual character meets the interaction conditions, displaying the first virtual character interacting with exclusive items in the exclusive interaction area corresponding to the first virtual asset.
[0149] The fourth method involves displaying the first virtual character taking away exclusive items from the exclusive interactive area when the first virtual character meets the interaction conditions.
[0150] For an explanation of this part, please refer to the above embodiments, which will not be repeated here.
[0151] In some embodiments, when the first virtual character meets the interaction conditions, the single-player interaction process of the first virtual character in the dedicated interaction area is directly displayed. In some embodiments, when the first virtual character meets the interaction conditions, the first virtual character is controlled to perform single-player interaction in the dedicated interaction area.
[0152] In some embodiments, when the first virtual character meets the interaction conditions, an interactive control is displayed. In response to an operation on the interactive control, the first virtual character is controlled to perform a one-on-one interaction in a dedicated interactive area.
[0153] In some embodiments, the interaction process described in step 440 is referred to as a single-person interaction process. The "single person" can be any target virtual character with interaction participation permissions. Optionally, the target virtual character can be a first virtual character or a second virtual character.
[0154] For example, a single-player interaction of a first virtual character in a dedicated interaction area is shown. For example, a single-player interaction of a second virtual character in a dedicated interaction area is shown.
[0155] The technical solution provided in this application allows a first virtual character to engage in single-player interaction within a dedicated interactive area. Based on this, this application not only provides a single-player interaction method for virtual characters within a dedicated interactive area but also a multi-player interaction method. This application offers multiple interaction forms for virtual characters within a dedicated interactive area, enriching the interaction methods of virtual characters and improving the efficiency of human-computer interaction.
[0156] In some embodiments, such as Figure 9 As shown, the public virtual environment includes a first virtual character 910 and a second virtual character 920, optionally, as... Figure 10 As shown, the first virtual character 910 places a first virtual asset 930 in a public virtual environment. Optionally, the first virtual asset 930 is visible to the second virtual character 920.
[0157] In some embodiments, such as Figure 11 As shown, the first virtual character 910 has interactive participation permissions for the exclusive interactive area corresponding to the first virtual asset 930, and the first virtual character 910 is allowed to enter the exclusive interactive area corresponding to the first virtual asset 930. In some embodiments, such as Figure 11 As shown, from the perspective of the second virtual character 920, the first virtual character 910 enters the exclusive interactive area corresponding to the first virtual asset 930.
[0158] In some embodiments, such as Figure 12As shown, when the first virtual character 910 has the permission to interact with the first virtual asset 930, the first virtual character 910 is allowed to enter the exclusive interactive area corresponding to the first virtual asset 930. Optionally, when the first virtual character 910 enters the exclusive interactive area corresponding to the first virtual asset 930, the display activation control 1210 is triggered.
[0159] In some embodiments, in response to an operation on the open control 1210, such as Figure 13 As shown, the first virtual character 910 performs a preset action in the exclusive interactive area corresponding to the first virtual asset 930. Optionally, control 1210 can be activated, which is the interactive control that triggers participation in the interaction.
[0160] In some embodiments, such as Figure 14 As shown, from the perspective of the second virtual character 920, the first virtual character 910 is shown performing a preset action in the exclusive interactive area corresponding to the first virtual asset 930.
[0161] In some embodiments, when the first virtual character meets the interaction conditions, at least one interactive control is displayed, and the at least one interactive control includes a second interactive control.
[0162] Optionally, in response to an operation on the second interactive control, the first virtual character is controlled to perform a third action in a dedicated interactive area.
[0163] The third action is a pre-set single-player interactive action for the first virtual asset.
[0164] The second interactive control in this application can also be referred to as a single-person interactive control. Optionally, this single-person interactive control is used to enable a single person (a target virtual character) to interact within a dedicated interactive area. Operations on the second interactive control mentioned in this application include click operations, double-click operations, etc.
[0165] The third action in this application may be the same as or different from the first action mentioned above, and this application does not limit this. Optionally, the first action and the third action may be the same action. Optionally, regardless of whether it is a one-person interaction or a multi-person interaction, the first virtual character always performs the same action.
[0166] For an explanation of the third action, please refer to the first action mentioned above; further details will not be provided here.
[0167] In some embodiments, when the first virtual character meets the interaction conditions, at least one interactive control is displayed. The at least one interactive control includes a first interactive control and a second interactive control.
[0168] Optionally, in response to an operation on the first interactive control, a second virtual character is invited to perform a multi-person interaction with the first virtual character in a dedicated interactive area. Optionally, in response to an operation on the first interactive control, an invitation interface is displayed, showing at least one user account identifier; in response to a selection operation on a target user account identifier among the at least one user account identifier, an interaction invitation is sent to the second user account indicated by the target user account identifier. Optionally, if the second user account agrees to the interaction invitation, the interaction process between the first virtual character and at least one second virtual character in the dedicated interactive area is displayed. For example, if the second user account agrees to the interaction invitation, the first virtual character is controlled to perform a first action in the dedicated interactive area, and a second action performed by at least one second virtual character in the dedicated interactive area is displayed.
[0169] Optionally, in response to an operation on the second interactive control, the first virtual character is controlled to perform a single-person interaction in the dedicated interactive area. For example, in response to an operation on the second interactive control, the first virtual character is controlled to perform a third action in the dedicated interactive area.
[0170] In some embodiments, such as Figure 15 As shown, the first virtual character 1510 places the first virtual asset 1520 in a public virtual environment. Optionally, when the first virtual character 1510 approaches the first virtual asset 1520, the second interactive control 1530, the first interactive control 1540, and the third interactive control 1550 are displayed.
[0171] For example, such as Figure 15 As shown, in response to an operation on the first interactive control 1540, other virtual characters are invited to participate in multi-person interaction within the dedicated interactive area corresponding to the first virtual asset 1520. For example, as... Figure 15 As shown, in response to an operation on the second interactive control 1530, the first virtual character 1510 is controlled to perform a single-player interaction in the dedicated interactive area corresponding to the first virtual asset 1520. For example, as... Figure 15 As shown, in response to an operation on the third interactive control 1540, the first virtual character 1510 is controlled to retrieve the first virtual asset 1520 placed in the public virtual environment. For example, as... Figure 15 As shown, in response to the leave control, the first virtual character 1510 is controlled to leave its current position.
[0172] For example, in response to an operation on the first interactive control 1540, such as Figure 16As shown, an invitation interface 1610 is displayed, which shows at least one user account identifier (such as a player nickname). Optionally, in response to a selection operation on the invitation control 1630 corresponding to the target user account identifier 1620, an interactive invitation is sent to the second user account indicated by the target user account identifier 1620.
[0173] For example, such as Figure 17 As shown, the invitation interface includes an invitation interface 1710 for friend players and an invitation interface 1720 for nearby players. Optionally, through, as shown... Figure 16 The selection operation of the friend control and the nearby control shown allows you to switch between the invitation interface 1710 for friends and the invitation interface 1720 for nearby players.
[0174] For example, such as Figure 18 As shown, after an interaction invitation is sent to the target user account identifier 1820, a prompt message 1800 is displayed to indicate that the interaction invitation has been sent. For example, as... Figure 18 As shown, in response to an information viewing operation targeting the target user account identifier 1820 (such as clicking the target user account identifier 1820), the account information 1810 of the second user account indicated by the target user account identifier 1820 is displayed.
[0175] For example, such as Figure 19 As shown, before sending an interaction invitation to the target user account identifier 1820, the invitation control 1910 is in an inviteable state. For example, as... Figure 19 As shown, after sending an interaction invitation to the target user account identifier 1820, the invitation control 1920 changes to a waiting-for-response state. For example, as... Figure 19 As shown, after the response time following the sending of the interaction invitation has elapsed, the invitation control 1920 changes from a waiting-for-response state to an invite-available state. Optionally, when waiting for a second user account to agree to the interaction invitation, a prompt message 1930 is displayed.
[0176] For example, such as Figure 19 As shown, the "Cannot Invite" message 1940 is displayed to indicate that the user account selected to send the interaction invitation is currently unable to send an invitation. For example, as... Figure 19 As shown, message 1950 indicates that the invitation has been sent, signifying that an interaction invitation has been sent.
[0177] For example, such as Figure 20As shown, when the second user account agrees to the interaction invitation, the first virtual character 1510 and the second virtual character 2010 are displayed to participate in multi-person interaction in the exclusive interaction area corresponding to the first virtual asset 1520. Optionally, when the second user account agrees to the interaction invitation, the second virtual character 2010 is displayed to be sent to the exclusive interaction area corresponding to the first virtual asset 1520 and automatically performs a two-person role-playing with the first virtual character 1510.
[0178] Optionally, such as Figure 20 As shown, interactive prompt message 2000 is displayed to notify the second virtual character 2010 that it agrees to the interaction invitation. Optionally, interactive prompt message 2000 can be the first prompt message mentioned above.
[0179] For example, such as Figure 21 As shown, if the second user account does not agree to the interaction invitation, a "disagreement" message 2100 is displayed to indicate that the second virtual character has not agreed to the interaction invitation. Optionally, the "disagreement" message 2100 can be the first message mentioned above.
[0180] For example, such as Figure 22 As shown, the interaction invitation 2220 sent by the first virtual character is displayed on the client corresponding to the second user account. Optionally, if the second virtual character 2210 agrees to the interaction invitation, the second virtual character 2210 can engage in a two-person interaction with the first virtual character in the exclusive interaction area corresponding to the first virtual asset. For example, as... Figure 22 As shown, when a second user account receives an interaction invitation, the invitation (2220) will be displayed at the top of the client associated with that user account. If not processed after the countdown ends, the invitation will be automatically deleted, indicating that the second user account has not accepted the interaction invitation.
[0181] For example, such as Figure 23 As shown, on the client corresponding to the second user account, the interaction invitation 2310 sent by the first virtual character is displayed first, followed by other prompts different from the interaction invitation, such as the friend request prompt 2320. That is, the interaction invitation has the highest priority. In other words, when multiple prompts exist, the interaction invitation 2310 is displayed first. For example, as... Figure 23 As shown, if the first user account has already logged out when the second user account accepts the invitation, a fourth prompt message 2330 will be displayed to indicate that the first user account has logged out and cannot participate in the interaction. For example, as... Figure 23 As shown, if the first user account is in a special state when the second user account accepts the invitation, the fifth prompt message 2340 will be displayed to indicate that the first user account is in a special state and cannot participate in the interaction.
[0182] The technical solution provided in this application realizes multi-person interaction through a first interactive control and single-person interaction through a second interactive control. Based on this, this application provides a convenient entry point for selecting interaction methods, improving the efficiency of interaction method selection. Furthermore, the first virtual character performing a preset third action in the dedicated interaction area also enriches the interaction forms for the dedicated interaction area and improves interaction efficiency.
[0183] In the following embodiments, the following explanation addresses whether any virtual character in a public virtual environment can interact within a dedicated interaction area. That is, interaction within the dedicated interaction area may not include the first virtual character, but may only involve other virtual characters with interaction permissions participating in the dedicated interaction area.
[0184] In some embodiments, for a third virtual character included in a public virtual environment, if the third virtual character is a virtual character included in the whitelist corresponding to the first virtual asset, the step of displaying the interaction process of at least one target virtual character in the exclusive interaction area corresponding to the first virtual asset is performed, and the third virtual character is identified as the target virtual character.
[0185] The whitelist corresponding to the first virtual asset is used to indicate virtual characters with interactive participation permissions.
[0186] Optionally, the whitelist corresponding to the first virtual asset includes at least one of the following virtual characters: the first virtual character, a virtual character invited by the first virtual character to participate in the interaction in the exclusive interactive area, a virtual character with a friend relationship with the first virtual character, or a virtual character whose virtual assets meet the conditions. Optionally, the conditions for the assets to meet the conditions can be possessing a specified asset. Optionally, the conditions for the assets to meet the conditions can also be that the same first virtual asset is also placed in the virtual environment. Optionally, the conditions for the assets to meet the conditions can also be that the number of virtual assets possessed reaches a preset value.
[0187] Optionally, for any virtual character in the virtual environment (e.g., a third virtual character), when the third virtual character approaches the vicinity of the first location where the first virtual asset is placed (e.g., colliding with the bounding box corresponding to the first virtual asset), the system determines whether the third virtual character is on the whitelist corresponding to the first virtual asset. If the third virtual character is determined to be on the whitelist, then the third virtual character is allowed to participate in the interaction within the exclusive interaction area corresponding to the first virtual asset. Conversely, if the third virtual character is determined not to be on the whitelist, then the third virtual character is not allowed to participate in the interaction within the exclusive interaction area corresponding to the first virtual asset.
[0188] Optionally, when a third virtual character has interactive participation permissions, the third virtual character is allowed to enter the exclusive interactive area. Optionally, when a third virtual character has interactive participation permissions, and the interactive control displayed on the client corresponding to the third virtual character is triggered, the single-player interactive process of the third virtual character in the exclusive interactive area is displayed. For an explanation of the specific interactive process, please refer to the above embodiments, which will not be repeated here.
[0189] In some embodiments, for a third virtual character included in a public virtual environment, if the third virtual character is not included in the whitelist of the first virtual asset, the third virtual character will collide with the bounding box corresponding to the first virtual asset. Optionally, in this case, to improve the gaming experience of the third virtual character, the third virtual character is allowed to hide and display the first virtual asset on the client corresponding to the third virtual character, thereby allowing it to move normally in the public virtual environment without collision.
[0190] In some embodiments, the whitelist corresponding to the first virtual asset can also be considered as the whitelist of the first virtual character. Optionally, the whitelist of the first virtual character is shared for any virtual asset placed by the first virtual character. Optionally, the whitelist of the first virtual character includes virtual characters with interactive participation permissions for the exclusive interactive area of the virtual asset placed by the first virtual character. Optionally, the whitelist of the first virtual character is preset. Optionally, the whitelist of the first virtual character and the whitelist corresponding to the first virtual asset are the same. Optionally, the whitelist in this application is fixed. Optionally, the whitelist in this application allows for dynamic changes. For example, as the game progresses, the virtual characters included in the whitelist change.
[0191] For this part, please refer to the following embodiments, that is, the embodiments on the second terminal device side, which will not be repeated here.
[0192] The technical solution provided in this application embodiment includes a whitelist corresponding to the first virtual asset to record virtual characters with interactive participation permissions. When a virtual character is on the whitelist of the first virtual asset, that virtual character has interactive participation permissions and is allowed to participate in the interaction within the dedicated interactive area. Based on this, this application achieves dynamic design of participation and interaction permissions for the dedicated interactive area of the first virtual asset by dynamically maintaining the whitelist.
[0193] In some embodiments, when the first virtual asset is hidden on the client corresponding to the fourth virtual character, the fourth virtual character is hidden in the public virtual environment; wherein the fourth virtual character does not have exclusive interaction permissions.
[0194] In other words, if the fourth virtual character lacks exclusive interaction permissions and is restricted from entering the exclusive interaction area, the fourth virtual character (or the user account controlling the fourth virtual character) can choose to hide the first virtual asset. Correspondingly, if the first virtual asset is hidden on the client corresponding to the fourth virtual character, the fourth virtual character will be hidden in the public virtual environment displayed on the client corresponding to the first virtual character; wherein, the fourth virtual character does not have exclusive interaction permissions.
[0195] Optionally, the client corresponding to the fourth virtual character refers to the client of the user account that controls the fourth virtual character. Optionally, the client corresponding to the first virtual character refers to the client of the first user account that controls the first virtual character.
[0196] In other words, to avoid impacting the user's visual experience due to the first virtual asset being hidden on the client corresponding to the fourth virtual character, and the fourth virtual character appearing to pass through the first virtual asset while moving through the virtual environment (a clipping effect), the fourth virtual character is also hidden on the client corresponding to the first virtual character when the first virtual asset is hidden on the client corresponding to the fourth virtual character. That is, if the client corresponding to the fourth virtual character can hide the first virtual asset, correspondingly, the fourth virtual character is also hidden on the client corresponding to the first virtual character.
[0197] The technical solution provided in this application embodiment involves reverse hiding and displaying a fourth virtual character, making the fourth virtual character invisible to the client corresponding to the first virtual character. Based on this, from the perspective of the first virtual character, even if the fourth virtual character lacks interactive participation permissions, the fourth virtual character will not inadvertently pass through the first virtual asset, thus improving the screen display effect and enhancing the user's gaming experience.
[0198] In the following embodiments, the placement of assets is explained as follows.
[0199] In some embodiments, in response to an asset placement operation at a first location, if the first location meets the placement conditions, the first virtual character is controlled to place a first virtual asset at the first location.
[0200] The placement conditions include at least one of the following: the contact area between the first location and the first virtual asset is greater than or equal to a first threshold, the tilt angle of the first location is less than or equal to a second threshold, and if the first virtual asset is placed in the first location, there are no other virtual objects in the public virtual environment that collide with the first virtual asset.
[0201] Optionally, the asset placement operation is used to place virtual assets. Optionally, the asset placement operation is an operation targeting a placement control. Optionally, after selecting the first virtual asset, an operation targeting the placement control is performed at the first position. If the first position meets the placement conditions, the first virtual character is controlled to place the first virtual asset at the first position. Optionally, an operation targeting the placement control is performed at the first position, allowing the selection of the first virtual asset. After selecting the first virtual asset, if the first position meets the placement conditions, the first virtual character is automatically controlled to place the first virtual asset at the first position.
[0202] Optionally, the placement conditions include that the contact area between the first location and the first virtual asset is greater than or equal to a first threshold. Optionally, the first threshold is a preset value. Optionally, the first threshold is 80%. Optionally, the contact area between the asset's supporting surface and the walkable surface must be greater than 80% for the asset to be placed. That is, a large contact area between the first location and the virtual asset is required for the first virtual asset to be placed at the first location.
[0203] Optionally, the placement conditions include the tilt angle of the first position being less than or equal to a second threshold. Optionally, the second threshold is a preset value. Optionally, the second threshold is 30%. Optionally, players are allowed to create a certain slope angle, and the normal to the ground at the placement point (i.e., the direction perpendicular to the slope) is detected, allowing the angle with the asset's bearing surface (i.e., the direction perpendicular to the asset / ground) to be less than or equal to 30%. That is, the tilt angle of the slope at the first position must not exceed the second threshold before the first virtual asset can be placed on the slope at the first position.
[0204] Optionally, the placement conditions include ensuring that no other virtual objects collide with the first virtual asset when it is placed in the first position. That is, the first virtual asset can only be placed at the first position if no other virtual objects collide with it (or its corresponding bounding box). The collisions involved in this application are generally determined based on the basic collision box corresponding to the first virtual asset. Optionally, the basic collision box is a basic physical boundary automatically generated from the toy model asset (such as a convex hull), used to determine whether the toy can be legally placed in the scene and to provide basic physical obstruction.
[0205] For example, if the contact area between the first position and the first virtual asset is greater than or equal to a first threshold, the tilt angle of the first position is less than or equal to a second threshold, and if the first virtual asset is placed in the first position, and there are no other virtual objects in the public virtual environment that collide with the first virtual asset, then the first position meets the placement conditions, and the first virtual character is controlled to place the first virtual asset at the first position.
[0206] In one possible implementation, before placing the first virtual asset, if the first location meets the placement conditions, a second prompt message is displayed. This second prompt message indicates that placing the first virtual asset at the first location is permitted. Optionally, as... Figure 6 As shown, a first rectangular prompt message 620 is displayed to indicate that the first virtual asset 600 is permitted to be placed at the first location. Optionally, the first rectangular prompt message 620 is also a second prompt message.
[0207] In another possible implementation, if the first location does not meet the placement conditions before placing the first virtual asset, a third prompt message is displayed. This third prompt message indicates that placing the first virtual asset at the first location is not permitted. Optionally, as... Figure 7 As shown, a second rectangular prompt message 720 is displayed to indicate that the first virtual asset 600 is not allowed to be placed at the first location. Optionally, the second rectangular prompt message 720 is also a third prompt message.
[0208] Optionally, the second prompt message differs from the third prompt message. Optionally, the second prompt message and the third prompt message differ in at least one of the following: color, style, brightness, etc. Optionally, the second prompt message is green, and the third prompt message is red.
[0209] The technical solution provided in this application embodiment allows the placement of a first virtual asset only if the placement conditions at the first position are met, thus permitting the placement of the virtual asset. Conversely, if the placement conditions at the first position are not met, the placement of the virtual asset is not permitted. This threshold design for placement conditions minimizes issues such as visual disharmony and clipping, improving the display effect and facilitating human-computer interaction.
[0210] In the following embodiments, the enabling of permissions is explained as follows.
[0211] In some embodiments, in response to the permission enabling operation, the permission to participate in the interaction in the exclusive interactive area is enabled.
[0212] Among them, the exclusive interactive areas that have enabled interactive participation permissions only allow virtual characters with interactive participation permissions to participate in the interaction within the exclusive interactive areas.
[0213] Optionally, if participation permission for the exclusive interactive area is not enabled, then except for the first virtual character, other virtual characters cannot participate in the interaction within the exclusive interactive area (regardless of whether they have participation permission). Optionally, if participation permission for the exclusive interactive area is not enabled, then any virtual character in the virtual environment can participate in the interaction within the exclusive interactive area (regardless of whether they have participation permission). Optionally, if participation permission for the exclusive interactive area is enabled, then only virtual characters with participation permission can participate in the interaction within the exclusive interactive area, while virtual characters without participation permission cannot participate in the interaction within the exclusive interactive area.
[0214] Optionally, the permission enabling operation is an operation used to enable interactive participation permissions for a dedicated interactive area. For example, in response to an operation on the permission enabling control, interactive participation permissions for the dedicated interactive area are enabled. This application does not limit the type of operation for this operation; all operation types for controls in this application include, but are not limited to, at least one of the following: click operation, double-click operation, long-press operation, etc.
[0215] In some embodiments, enabling permissions refers to opening a restricted area (derivation protection), which is a permission setting function for players. When enabled, the toy will activate the aforementioned "special permission collision box" (i.e., invisible wall), blocking uninvited strangers from the interaction area and preventing others from clipping through or maliciously positioning themselves to interfere.
[0216] The technical solution provided in this application enables interactive permissions by performing a permission-enabling operation. Based on this, users who place virtual assets can flexibly choose whether to enable interactive participation with other virtual characters; the choice always rests with the placer. This application provides diverse human-computer interaction methods, demonstrating the flexibility and selectivity of interactive participation.
[0217] In the following embodiments, the changes in the level of interactive participation permissions are explained as follows.
[0218] In some embodiments, interactive participation permissions include at least one level. Optionally, the types of interactions allowed in the dedicated interactive area differ for different levels of interactive participation permissions. Optionally, lower-level interactive participation permissions result in lower permissions for interactive participation in the dedicated interactive area, or a smaller area within the dedicated interactive area, or fewer permitted interaction types. Optionally, higher-level interactive participation permissions result in lower permissions for interactive participation in the dedicated interactive area, or a larger area within the dedicated interactive area, or more permitted interaction types. Optionally, the permissions for interactive participation in the dedicated interactive area are positively correlated with the level of interactive participation permissions. Optionally, the area within the dedicated interactive area for interactive participation is positively correlated with the level of interactive participation permissions. Optionally, the number of permitted interaction types in the dedicated interactive area is positively correlated with the level of interactive participation permissions.
[0219] Taking interactive participation as an example of executing preset actions, the following explanation is provided regarding the level of interactive participation permission changes.
[0220] Optionally, if the interactive participation permission of the target virtual character changes from the first level to the second level, the interactive actions performed by the target virtual character in the exclusive interactive area are changed from the first level preset actions to the second level preset actions.
[0221] Among them, the preset actions for the first level correspond to the first level, and the preset actions for the second level correspond to the second level.
[0222] In one possible implementation, the level is increased. Optionally, the second level is higher than the first level, and the difficulty of the preset actions in the first level is less than the difficulty of the preset actions in the second level. Optionally, the second level is higher than the first level, and the number of preset actions included in the preset actions of the first level is less than the number of preset actions included in the preset actions of the second level.
[0223] In another possible implementation, the level is reduced. Optionally, the second level is lower than the first level, and the difficulty of the preset actions in the first level is higher than the difficulty of the preset actions in the second level. Optionally, the second level is lower than the first level, and the number of preset actions included in the preset actions of the first level is greater than the number of preset actions included in the preset actions of the second level.
[0224] The following explanation details the conditions for changing the level of interactive participation permissions.
[0225] For example, the level of interactive participation permission possessed by the target virtual character is positively correlated with the number of times the target virtual character receives an interactive invitation from the first virtual character. Optionally, the more times the target virtual character receives interactive invitations from the first virtual character within a certain period, the higher the level of interactive participation permission possessed by the target virtual character. Conversely, the fewer times the target virtual character receives interactive invitations from the first virtual character within a certain period, the lower the level of interactive participation permission possessed by the target virtual character.
[0226] For example, the level of interactive participation permission possessed by the target virtual character is positively correlated with the intimacy value or intimacy level between the target virtual character and the first virtual character. Optionally, the higher the intimacy value or intimacy level between the target virtual character and the first virtual character, the higher the level of interactive participation permission possessed by the target virtual character. Conversely, the lower the intimacy value or intimacy level between the target virtual character and the first virtual character, the lower the level of interactive participation permission possessed by the target virtual character.
[0227] For example, the level of interactive participation permissions possessed by the target virtual character is positively correlated with the account level of the target virtual character itself. Optionally, the higher the account level of the user account corresponding to the target virtual character, the higher the level of interactive participation permissions possessed by the target virtual character. Conversely, the lower the account level of the user account corresponding to the target virtual character, the lower the level of interactive participation permissions possessed by the target virtual character.
[0228] The technical solution provided in this application proposes a special design for dynamically changing the level of interactive permissions. As the level of interactive participation permissions changes, the interactive actions performed by the virtual character also change dynamically accordingly. Therefore, this application combines the level of interactive participation permissions with the interactive actions performed, enriching the interaction methods of the virtual character and improving the interaction effect of the virtual character.
[0229] Please refer to Figure 5 The diagram illustrates a flowchart of a virtual character interaction method provided in another embodiment of this application. The executing entity for each step of this method can be the second terminal device described above, such as the client of the target application. In the following method embodiments, for ease of description, the executing entity for each step will only be described as the "client". The method may include at least one of the following steps (510-530).
[0230] Step 510: Display a three-dimensional public virtual environment, which includes multiple virtual characters.
[0231] Step 520: Display the first virtual asset placed by the first virtual character at the first location in the public virtual environment.
[0232] In some embodiments, a first virtual asset, placed by a first virtual character, is displayed directly in a public virtual environment. In some embodiments, other virtual assets, placed by other virtual characters in the virtual environment, are displayed in a public virtual environment. Of course, a second virtual character may also place virtual assets in the virtual environment, and this application does not limit this.
[0233] In the following embodiments, the situation where the second virtual character has interactive participation permissions is explained as follows.
[0234] Step 530: If the second virtual character has interactive participation permissions, control the second virtual character to participate in the interaction in the exclusive interactive area corresponding to the first virtual asset; wherein, the interactive participation permissions include the permission to enter the exclusive interactive area, and virtual characters that do not have interactive participation permissions in the public virtual environment are restricted from entering the exclusive interactive area.
[0235] Optionally, if a second virtual character wishes to participate in the interaction within the exclusive interactive area corresponding to the first virtual asset, the system determines whether the second virtual character has the necessary interaction permissions. If the second virtual character has these permissions, it is allowed to participate in the interaction within the exclusive interactive area, thus controlling its participation in the exclusive interactive area corresponding to the first virtual asset. Conversely, if the second virtual character does not have these permissions, it is not allowed to participate in the interaction within the exclusive interactive area, and a message indicating that the second virtual character is restricted from entering the exclusive interactive area is displayed.
[0236] For example, if it is determined that the second virtual character is a virtual character included in the whitelist corresponding to the first virtual asset, the second virtual character has the right to interact and participate. Conversely, if it is determined that the second virtual character is not a virtual character included in the whitelist corresponding to the first virtual asset, the second virtual character does not have the right to interact and participate.
[0237] In some embodiments, when the second virtual character has the permission to participate in the interaction, when the second virtual character approaches or enters the exclusive interaction area, the second virtual character is automatically controlled to participate in the interaction in the exclusive interaction area corresponding to the first virtual asset.
[0238] In other embodiments, when the second virtual character has interactive participation permissions, an interactive control is displayed when the second virtual character approaches or enters the dedicated interactive area. In response to an operation on the interactive control, the second virtual character is controlled to participate in the interaction within the dedicated interactive area corresponding to the first virtual asset.
[0239] In some embodiments, when the second virtual character has interactive participation permissions, when the second virtual character comes into contact with the bounding box of the first virtual asset, the second virtual character is not blocked by the bounding box and can normally enter the exclusive interactive area. In other embodiments, when the second virtual character does not have interactive participation permissions, when the second virtual character comes into contact with the bounding box of the first virtual asset, the second virtual character is blocked by the bounding box and is restricted from entering the exclusive interactive area.
[0240] Compared to related technologies that only allow the placer of the virtual asset to enter the area where the virtual asset is located, the technical solution provided in this application proposes a dedicated interactive area corresponding to the virtual asset, and the concept of interactive participation permissions for this dedicated interactive area. For a first virtual asset placed in a public virtual environment, any target virtual character with interactive participation permissions is allowed to interact in the dedicated interactive area. Conversely, virtual characters without interactive participation permissions are restricted from entering the dedicated interactive area and, of course, cannot interact. Therefore, this application enriches the interaction methods between virtual characters and virtual assets.
[0241] Furthermore, this application includes a permission design for virtual assets placed in public virtual environments, allowing virtual characters with interactive participation permissions to engage in interaction. This approach attracts virtual characters with interactive participation permissions to participate, increasing their enthusiasm for interaction and thus promoting human-computer interaction.
[0242] In some embodiments, an interaction invitation sent by a first user account is displayed. The first virtual character is controlled by the first user account, and the interaction invitation is used to invite a second virtual character to interact with the first virtual character in a dedicated interaction area.
[0243] Optionally, the interaction invitation sent by the first user account is displayed with first priority on the client corresponding to the second virtual character (i.e., the client of the second terminal device). Optionally, the first priority is the highest priority. Optionally, the interaction invitation is displayed on top of the currently displayed user interface.
[0244] In some embodiments, in response to an agreement action to an interaction invitation, a second virtual character is controlled to participate in interactions in a dedicated interaction area.
[0245] An "agree" action in response to an interactive invitation is considered as acceptance of the invitation. Optionally, an "agree" control and a "decline" control are displayed simultaneously with the interactive invitation. Optionally, an action on the "agree" control is considered as acceptance of the interactive invitation.
[0246] In one possible implementation, in response to an agreement action to an interaction invitation, a second virtual character is controlled to perform a second action in a dedicated interaction area.
[0247] In another possible implementation, in response to an agreement action on an interactive invitation, the second virtual character is controlled to perform a second action in a dedicated interactive area, and the first virtual character is displayed to perform a first action in the dedicated interactive area.
[0248] In another possible implementation, in response to an agreement operation on an interaction invitation, a second virtual character is controlled to perform a second action in a dedicated interaction area, other second virtual characters who have agreed to the interaction invitation are displayed performing the second action in the dedicated interaction area, and a first virtual character is displayed performing the first action in the dedicated interaction area.
[0249] Optionally, in response to an agreement to the interaction invitation, the second virtual character is teleported to a location near the first virtual asset. Optionally, in response to an agreement to the interaction invitation, the location of the second virtual character is displayed as changing from its current location to a location near the first virtual asset.
[0250] Optionally, in response to an agreement to the interaction invitation, the second virtual character is transferred to the exclusive interaction area of the first virtual asset. Optionally, in response to an agreement to the interaction invitation, the location of the second virtual character is changed from its current location to the exclusive interaction area of the first virtual asset.
[0251] For example, in response to an agreement to an interactive invitation, a second virtual character is displayed in a dedicated interactive area, and the second virtual character is automatically controlled to perform a second action in the dedicated interactive area.
[0252] For example, in response to an agreement action to an interactive invitation, a second virtual character is displayed and transferred to a dedicated interactive area. Optionally, after the second virtual character is transferred to the dedicated interactive area, interactive controls are automatically displayed. In response to an action on the interactive controls, the second virtual character is controlled to perform a second action in the dedicated interactive area.
[0253] The technical solution provided in this application embodiment allows the second virtual character to automatically unlock its interaction participation permission when invited to engage in multi-person interaction with the first virtual character in a dedicated interaction area. This allows the second virtual character to be transported to the dedicated interaction area of the first virtual asset for multi-person interaction. Based on this, this application adopts an invitation + multi-person interaction model, enriching the interaction methods for virtual assets.
[0254] In the following embodiments, the following explanation is given regarding the situation where the second virtual character does not have the permission to participate in interactive activities.
[0255] In some embodiments, if the second virtual character does not have the permission to participate in the interaction, a collision animation is displayed showing the second virtual character colliding with the first bounding box corresponding to the first virtual asset.
[0256] The first bounding box corresponding to the first virtual asset is used to restrict virtual characters that do not have the right to participate in interactive activities in the public virtual environment from entering the exclusive interactive area. The first bounding box includes the exclusive interactive area.
[0257] Optionally, the first bounding box corresponding to the first virtual asset is a spatial area surrounding the first virtual asset. Optionally, the shape of the first bounding box is not limited, such as at least one of the following: cuboid, sphere, cylinder, etc. Optionally, the first bounding box is considered a special permission collision box (invisible wall), an additional bounding box area configured by the designers, covering the basic model of the toy and its surrounding interactive area (such as the lawn area). This collision box has permission recognition function, does not work for whitelisted players (the player and invited friends), and appears as an impenetrable invisible wall blocking other unfamiliar players.
[0258] Optionally, the volume of space occupied by the first enclosing box is greater than or equal to the volume of space occupied by the dedicated interactive area.
[0259] Optionally, the area of the first enclosing box is greater than or equal to the area of the exclusive interactive area.
[0260] In one possible implementation, the first bounding box exists but is invisible. That is, the user cannot see the bounding box in the virtual environment, and the bounding box is not displayed on the client. Optionally, in this case, the first bounding box is also called an "invisible wall".
[0261] In another possible implementation, the first bounding box exists and is visible. That is, the user can see the bounding box in the virtual environment, and the bounding box is displayed on the client.
[0262] Optionally, a collision animation is displayed showing the second virtual character colliding with the first bounding box corresponding to the first virtual asset, that is, showing the second virtual character being blocked by the first bounding box and unable to enter the exclusive interactive area.
[0263] The technical solution provided in this application displays the interaction process of a virtual character in a dedicated interactive area when the virtual character has interactive participation permissions. Conversely, it displays a collision animation of the virtual character colliding with a first bounding box when the virtual character does not have interactive participation permissions. Based on this, this application uses different interfaces to display different permissions for virtual characters, enriching the visual effects and promoting human-computer interaction.
[0264] In some embodiments, if the second virtual character does not have the permission to participate in the interaction, the first virtual asset is hidden or displayed in a public virtual environment in response to the operation of hiding or displaying the first virtual asset.
[0265] Optionally, since the second virtual character lacks interactive participation permissions, the first virtual asset might be "obstructive" for the second virtual character, potentially hindering its normal movement within the virtual environment. Based on this consideration, the second virtual character is allowed to hide or display the first virtual asset in public virtual environments. Optionally, the hiding / display duration is the duration of one login session. That is, when the second user account logs back into the client, the first virtual asset will continue to be displayed in public virtual environments.
[0266] It's important to understand that this "hiding and displaying" refers to a special case for a limited number of clients. Optionally, the first virtual asset may be hidden and displayed only on the client corresponding to the second virtual character, while remaining displayed on clients corresponding to other virtual characters.
[0267] In some embodiments, the operation of hiding or showing the first virtual asset includes, but is not limited to, at least one of the following: operations on hiding or showing controls, operations on the device (such as shaking the device), and operations on the first virtual asset.
[0268] Optionally, if the second virtual character does not have the permission to participate in the interaction within the exclusive interactive area corresponding to the first virtual asset, and the second virtual character collides with the first bounding box corresponding to the first virtual asset, a display / hide control is shown. Optionally, in response to an operation on the display / hide control, the first virtual asset is hidden or displayed in a public virtual environment.
[0269] Optionally, if the second virtual character does not have the permission to participate in the exclusive interactive area corresponding to the first virtual asset, and the second virtual character collides with the first bounding box corresponding to the first virtual asset, the first virtual asset is hidden or displayed in the public virtual environment in response to the operation on the device.
[0270] Optionally, if the second virtual character does not have the permission to participate in the interaction of the exclusive interactive area corresponding to the first virtual asset, and the second virtual character collides with the first bounding box corresponding to the first virtual asset, the first virtual asset is hidden or displayed in the public virtual environment in response to an operation on the first virtual asset (e.g., long-pressing the first virtual asset).
[0271] The hiding and display of the first virtual asset on the client corresponding to the second virtual character involved in this application is a localized hiding (local culling), which is an independent processing mechanism for client-side performance. When a player triggers and confirms "hide the toy" on the local client, the system will immediately destroy the toy's model instance on the current client and remove its physical collision, allowing the player to move through it seamlessly; at the same time, this operation will not affect the toy's existence and performance on the server and other player clients.
[0272] The technical solution provided in this application allows virtual characters to hide or display a first virtual asset when they lack interactive participation permissions. This enables seamless movement of virtual characters in the special environment of a public virtual space (even if the virtual character lacks interactive participation permissions) without being obstructed by virtual assets placed by other virtual characters. Based on this, this application, while enhancing the interaction of virtual characters by incorporating the first virtual asset, also considers the gaming experience and overall game effect for other users.
[0273] In some embodiments, if the second virtual character does not have interactive participation permissions, a prompt control is displayed to indicate whether the first virtual asset should be hidden or displayed in a public virtual environment. Optionally, in response to an operation on the prompt control, the first virtual asset is hidden or displayed in a public virtual environment.
[0274] Alternatively, the prompt control here can also be considered as the hidden / show control mentioned in the above embodiments.
[0275] In some embodiments, if the second virtual character does not have the permission to participate in the interaction, a prompt control is displayed around the second virtual character.
[0276] In some embodiments, if the second virtual character does not have the permission to participate in the interaction of the exclusive interactive area corresponding to the first virtual asset, and the second virtual character collides with the first bounding box corresponding to the first virtual asset, a prompt control is displayed.
[0277] In some embodiments, if the second virtual character does not have the permission to participate in the interaction of the exclusive interactive area corresponding to the first virtual asset, and the second virtual character collides with the first bounding box corresponding to the first virtual asset, and the movement direction of the second virtual character is opposite to the direction of the collision normal, and the collision duration is greater than or equal to a preset duration, a prompt control is displayed.
[0278] In some embodiments, such as Figure 8As shown, when the second virtual character 810 does not have the interactive participation permission for the exclusive interactive area corresponding to the first virtual asset 800, a prompt control 820 is displayed. Optionally, this prompt control 820 can also be called a hide / show control. Optionally, in response to an operation on the prompt control 820, the first virtual asset 800 is hidden / shown in the public virtual environment on the client corresponding to the second virtual character 810. Optionally, a hide / show prompt message 830 is displayed to indicate that the first virtual asset 800 has been hidden / shown.
[0279] The technical solution provided in this application provides a prompt control to guide the user to hide or show virtual assets. The user can choose to hide or show the virtual assets, or choose not to hide them. Based on this, this application provides a convenient hiding / showing entry point, demonstrating the flexibility of hiding / showing options.
[0280] In some embodiments, a prompt control is displayed when the movement direction of the second virtual character is opposite to the collision normal direction and the collision duration is greater than or equal to a preset duration. Here, the collision normal direction refers to the normal direction of the collision between the second virtual character and the first bounding box corresponding to the first virtual asset, and the collision duration refers to the duration of the collision between the second virtual character and the first bounding box.
[0281] Optionally, the collision normal direction refers to the direction perpendicular to the collision point on the first bounding box and pointing outwards from the first bounding box. Optionally, a prompt control is displayed when the angle between the movement direction of the second virtual character and the collision normal direction is greater than or equal to a preset angle value, and the collision duration is greater than or equal to a preset duration.
[0282] Optionally, if the movement direction of the second virtual character is opposite to the collision normal direction, and the collision duration is greater than or equal to a preset duration, it indicates that the collision between the second virtual character and the first virtual asset lasts for a relatively long time. In this case, displaying a prompt control is necessary for the second virtual character. Therefore, in this situation, the prompt control is triggered to hide the first virtual asset from the second virtual character.
[0283] The technical solution provided in this application displays a prompt control when the movement direction of the second virtual character is opposite to the collision normal direction and the collision duration is greater than or equal to a preset duration. That is, the prompt control is not always displayed, but only when the system detects that the user intends to pass through the virtual asset (or traverse its location). Based on this, the displayed prompt control can improve the hit rate for users. Furthermore, since the prompt control is not always displayed, but only triggered when the conditions are met, the display cost is also reduced.
[0284] In some embodiments, in response to the operation of hiding the display of a first virtual asset, at least one second virtual asset is hidden in a public virtual environment.
[0285] The second virtual asset is a different virtual asset placed by the first virtual character in a public virtual environment.
[0286] That is, in response to the operation of hiding the display of the first virtual asset, at least one of the first virtual asset and at least one second virtual asset is hidden and displayed in the public virtual environment. Optionally, in response to the operation of hiding the display of the first virtual asset, only the first virtual asset is hidden and displayed in the public virtual environment. Optionally, in response to the operation of hiding the display of the first virtual asset, not only the first virtual asset is hidden and displayed in the public virtual environment, but also at least one second virtual asset is hidden and displayed. Optionally, in response to the operation of hiding the display of the first virtual asset, only at least one second virtual asset is hidden and displayed in the public virtual environment.
[0287] The operation of hiding and showing the first virtual asset here refers to the explanation and description of the above embodiments, and will not be repeated here.
[0288] The technical solution provided in this application, when performing the operation of hiding the first virtual asset, not only hides and displays the first virtual asset, but also simultaneously hides and displays other virtual assets placed by the first virtual character. This application hides and displays multiple virtual assets simultaneously in a single operation. Therefore, this application improves the operational efficiency of hiding and displaying virtual assets.
[0289] In some embodiments, after the first virtual asset is hidden in a public virtual environment, in response to receiving an interaction invitation sent by the first user account, at least one of the following is displayed in the public virtual environment: the first virtual asset, at least one second virtual asset, and the first virtual character is controlled by the first user account.
[0290] The second virtual asset is a different virtual asset placed by the first virtual character in a public virtual environment.
[0291] Optionally, after hiding the first virtual asset in the public virtual environment, in response to receiving an interaction invitation sent by the first user account, the first virtual asset is displayed in the public virtual environment. Optionally, after hiding the first virtual asset in the public virtual environment, in response to receiving an interaction invitation sent by the first user account, the second virtual asset is displayed in the public virtual environment. Optionally, after hiding the first virtual asset in the public virtual environment, in response to receiving an interaction invitation sent by the first user account, both the first and second virtual assets are displayed in the public virtual environment.
[0292] Optionally, after hiding the first virtual asset in a public virtual environment, in response to receiving an interaction invitation from the first user account, the hiding / display is canceled regardless of whether the second virtual character agrees to the interaction invitation. Optionally, at least one of the following is displayed in the public virtual environment: the first virtual asset, at least one second virtual asset, and the first virtual character is controlled by the first user account.
[0293] Optionally, after the first virtual asset is hidden in the public virtual environment, if the second virtual character receives an interaction invitation for the first virtual asset from the first user account, the second virtual character will go from having no interaction permission for the first virtual asset to having interaction permission for the first virtual asset.
[0294] Optionally, after the first virtual asset is hidden in the public virtual environment, if the second virtual character receives an interaction invitation for the first virtual asset from the first user account, the second virtual character will change from having no interaction permission for the second virtual asset to having interaction permission for the second virtual asset.
[0295] Optionally, after the first virtual asset is hidden in the public virtual environment, if the second virtual character receives an interaction invitation for the first virtual asset from the first user account, the second virtual character will change from having no permission to participate in the interaction with the first and second virtual assets to having permission to participate in the interaction with the first and second virtual assets.
[0296] In some embodiments, after the first virtual asset is hidden in a public virtual environment, the second virtual character is controlled to pass through the location of the first virtual asset without colliding; wherein, after the first virtual asset is hidden in a public virtual environment, the second virtual character is hidden on the client of the first user account, and the first virtual character is controlled by the first user account.
[0297] The technical solution provided in this application addresses virtual characters lacking interactive participation permissions. When such a virtual character receives an interactive invitation from a first virtual character, its interactive participation permissions are automatically unlocked. Simultaneously, since the virtual character possesses interactive participation permissions, the previously hidden and displayed first and second virtual assets are unlocked, triggering their display. At this point, the newly displayed first and second virtual assets no longer obstruct the virtual character. Therefore, this application uses interactive invitations as an interaction medium to connect the hiding and restoring of virtual assets, enriching human-computer interaction methods, improving screen display effects, and enhancing the user's gaming experience.
[0298] For technical details not mentioned in the relevant embodiments of the second terminal device in this application, please refer to the explanations and descriptions of the relevant embodiments of the first terminal device above, and they will not be repeated here.
[0299] This application proposes a "permission-based collision box" and "localized display culling" scheme for personalized decorations in multi-player public areas, aiming to balance the needs of players' private social interactions and access to public spaces. This includes the following aspects.
[0300] Optionally, the generation and determination of permission-based collision boxes are configured. Players can enable restricted areas (i.e., "performance protection") for their placed toys in the settings. When the restriction is enabled, the toy will have a special "collision box" effect on the player and other players besides their friends. This collision box is configured by the game designer and covers the toy's basic model and the surrounding performance interaction area (such as lawns). Other players without permission will be blocked by this collision box, appearing as an impenetrable invisible wall.
[0301] Optionally, a localized hiding trigger based on obstruction detection can be implemented. The system monitors the interaction status of other players with the special collision box in real time. When other players continuously move towards the toy collision box (the player's movement direction (input direction) is opposite to the normal of the collision surface), and the obstruction of displacement is detected for more than a certain period of time (e.g., 2 seconds), the system determines that the player is being maliciously blocked and displays the "Hide this toy" interaction option in the UI layer.
[0302] Optionally, local rendering culling and physics collision removal: When a blocked player confirms "Hide this toy," the system will immediately destroy the toy's model instance in the current client (stop rendering) and dynamically remove the item's local physics collision layer, allowing players to pass through seamlessly. This setting is continuously recorded and in effect during this login session.
[0303] I. Placement Judgment and Basic Rules for Preventing Molding Piercing To ensure the proper performance of decorative items in complex, multi-player terrain, the system performs strict legality checks when players place models. Ground contact and slope determination: The contact area between the asset's bearing surface and the walkable surface must be greater than 80% for placement; at the same time, players are allowed to create a certain slope angle, and the system detects the normal line of the ground at the placement point, allowing an angle of less than or equal to 30 degrees with the asset's bearing surface.
[0304] Scene Interference Detection: Not only must the placement of objects not intersect with other static colliders in the scene, but to prevent interference with other interactions in multiplayer worlds, the system performs additional bounding box detection on all NPCs and interactive mechanisms. If an interactive object is detected within the detection range, a red "prohibited placement" status is displayed, along with a message "Too close to the interactive target," ensuring the rationality of placement from the outset.
[0305] II. Hierarchical Access Control Collision Box (Deduction Protection Function) After players place assets in multiplayer areas, other players may attempt to "pseudo-interact" with the items or maliciously interfere by moving them. To protect private social interactions, the system provides a permission-based collision isolation mechanism: Enable restricted areas: Allows players to actively adjust whether the toys they place have restricted areas open (i.e., enable performance protection) in the game system's "Settings".
[0306] Generate a special collision box (air wall): After the restrictions are lifted, the toy will generate a bounding box range configured by the designers outside the base model (this range includes not only the model, but also the interactive areas around the toy, such as the lawn area).
[0307] Tiered barrier performance: This special collision box has permission recognition capabilities. The collision box is ineffective for the player and invited friends, allowing them to freely enter and interact; however, for other unfamiliar players, the collision box will be forcibly activated, and other players will be physically blocked outside the collision box in a way similar to an "invisible wall," unable to interfere with the performance in the interaction area.
[0308] III. Localization Removal and Dynamic Seamless Transmission To prevent the "permission collision box" from being maliciously used as a "roadblock" (i.e., maliciously blocking the road) in public passages, the system grants blocked players the right to bypass restrictions locally.
[0309] Obstruction detection: When other players are blocked by the invisible wall and continue to move towards the toy collider (specifically determined by: the input direction being opposite to the collision normal), and the obstruction lasts for more than 2 seconds.
[0310] Trigger hidden interaction: The system determines that the player may be maliciously blocked and actively pops up the "F Interaction Option: Hide this toy" in the UI.
[0311] Local Model and Collision Destruction: When a player chooses to hide the toy model, the model immediately disappears from the current player's client (the model instance is destroyed), and the toy will not be loaded again for that player during the current login period. The physics collision layer is removed simultaneously, allowing players to move seamlessly through it.
[0312] Reverse Visual Anti-Clipping Shielding: To ensure the immersive experience of the toy owner (placer) and prevent the owner from seeing strangers clipping through their own decorations in the screen, the system will perform reverse shielding—the character model of the player performing the local hiding operation will be displayed as "hidden" to the toy owner during this login.
[0313] Social Status Restoration: If the invisible player subsequently receives a formal interaction invitation from the toy owner, the system determines that the social ice has been broken. During this login, all toy models and collision states of the toy owner will be displayed normally for the player.
[0314] The following explanation details the logic for generating collisions between placement validity checks and permission levels.
[0315] Basic Physics Verification: When a client initiates a placement request, the system first performs a physical validity verification. It checks whether the contact area between the model's basic collisionbox (automatically generated from the asset's convex hull) and the walkable surface is greater than 80%. Simultaneously, it obtains the ground normal at the placement point through raycasting, calculates the angle between this angle and the asset's ground normal, and determines whether the angle is less than or equal to 30 degrees (i.e., allowing for a certain slope). Furthermore, the system generates an additional bounding box around the model to determine if there are any NPCs or interactive mechanisms within its range, preventing interference with core scene functionality.
[0316] Special permission collision box generation: When the placement is successful and the player enables "deduction protection", the system adds a special permission Box Collider (bounding box) defined by the configuration to the base model.
[0317] Layer / Tag Detection for Collision Detection: This Box Collider incorporates permission verification logic. When any player entity comes into contact with this collider, a collision event is triggered. The system retrieves the player's ID and compares it with a "whitelist" (containing the placer's own ID, currently invited player IDs, and friend relationship data). If a match is found, the collider is set to "Ignore Collision" for the player's physical layer; if a match fails, it is treated as a normal rigidbody collision, and the player is physically blocked as an invisible wall.
[0318] The physical obstruction detection and local culling triggering algorithm are explained below.
[0319] To determine if a player is being maliciously blocked, the system needs to calculate the relative motion state between non-whitelisted players and special collision boxes in real time on the client side. Input and normal vector calculation: The player's input direction vector is detected every frame (Update). When a collision occurs, the collision normal vector of the surface at the collision point is obtained.
[0320] Obstruction status determination: Calculate the angle between the Input Vector and the Collision Normal. When the two directions are opposite (i.e., the player attempts to forcibly pass through the collider), and the actual displacement of the player's rigid body approaches 0, the system determines that the player has entered a "continuous obstruction" state.
[0321] Time threshold trigger: The system maintains a blocked timer. When the above blocked state continues to accumulate beyond a set threshold (such as 2 seconds), the timer triggers a callback event.
[0322] UI event push: The callback event will send a command to the current player's UI layer, instantiate and render the corresponding interactive button (pop up the F interactive option: hide the toy).
[0323] The following is an explanation of the client-side local bidirectional eviction and state synchronization logic.
[0324] Once the player confirms that the "hide" command has been triggered, the system will execute separate local rendering and network synchronization logic.
[0325] Local Culling: On the client of the currently blocked player, the system immediately destroys the instance of the toy model and removes the corresponding collider data from the physics engine. The toy's unique ID (Instance ID) is written to the "blacklist" memory of the current client. During this login session, even if the player re-enters the area, the client will no longer request to load the model resource from the server.
[0326] Two-Way Visibility Sync (SWC) prevents clipping: When a player who has passed through the toy performs a hide action, their client sends a "partial masking notification" to the server via RPC (Remote Procedure Call). The server forwards this notification to the toy owner's client. Upon receiving the notification, the toy owner's client hides the character's renderer (invisible) on their local machine. Therefore, although the player physically passes through the toy, the toy owner will not see clipping on the screen.
[0327] Social icebreaker and status reset mechanism: The system monitors social interaction events between players. If the toy owner sends an interaction invitation (such as a two-player performance invitation) to the "invisible" player, the server will issue an unblocking command.
[0328] After receiving the instruction, both clients clear the "blocked blacklist", re-instantiate the toy model and collider, and restore the visibility of the character model, thus achieving a logical closed loop after the establishment of social relationships.
[0329] This application introduces a "permission-level collision box" and a "localized two-way display culling" mechanism, which produces the following significant technical effects and beneficial experiences in the free construction and placement gameplay of public scenes.
[0330] Effectively protects the sense of privacy and immersion in public spaces: By setting up "permission-tiered collision boxes," uninvited strangers are physically blocked from the interactive area in the form of invisible walls. This completely solves the problem of random players maliciously positioning themselves or clipping through other players' actions in public areas, thus ensuring players' personalized display and social experience.
[0331] The system effectively prevents disruptive behaviors such as "malicious roadblocks" by granting players the ability to actively "locally remove" obstacles. When a stranger is continuously blocked by a toy collider for a certain time threshold, the system can directly destroy the obstacle's rendering and physical collision via local interaction commands, thus achieving seamless passage. This mechanism perfectly balances the freedom of the placer with the shared right of passage for other players.
[0332] Two-way hiding technology eliminates visual clipping interference: This solution not only allows the obstructed player to "pass through the wall" in one direction, but also hides the character model of the player who is clipping through the wall from the toy owner through local server status synchronization. This ensures that when the toy owner is admiring their own toy or performing, there will be absolutely no jarring scene of an unfamiliar character clipping through their field of vision, greatly enhancing the visual quality and immersion of the game.
[0333] Flexible dynamic reset of social status reduces server synchronization overhead: The "partial culling" in this application only takes effect locally on the specific client with interaction conflicts, without changing the global objective existence state of the toy in the entire server scene, greatly saving server synchronization computation overhead. At the same time, when two parties establish an interaction invitation, the system can dynamically restore the display and collision association, realizing a smooth transition of social relationships and functional closure.
[0334] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.
[0335] Please refer to Figure 24 This diagram illustrates a block diagram of an interactive device for a virtual character according to an embodiment of this application. The device has the functionality to implement the method example described above; this functionality can be implemented in hardware or by hardware executing corresponding software. The device can be the terminal device described above, or it can be installed within a terminal device. For example... Figure 24 As shown, the device 2400 may include: an environment display module 2410, an asset placement module 2420, and an interactive display module 2430.
[0336] The environment display module 2410 is used to display a three-dimensional public virtual environment, which includes multiple virtual characters; The asset placement module 2420 is used to control the first virtual character to place the first virtual asset at a first location in the public virtual environment; The interactive display module 2430 is used to display the interaction process of at least one target virtual character in the exclusive interactive area corresponding to the first virtual asset; wherein, the target virtual character is a virtual character with interactive participation permission, the interactive participation permission includes the permission to enter the exclusive interactive area, and virtual characters in the public virtual environment that do not have the interactive participation permission are restricted from entering the exclusive interactive area.
[0337] In some embodiments, the at least one target virtual character includes the first virtual character and at least one second virtual character, wherein the first virtual character is controlled by a first user account and the second virtual character is controlled by a second user account; In some embodiments, the interactive display module 2430 is configured to display the interaction process between the first virtual character and the at least one second virtual character in the exclusive interactive area when the second user account agrees to the interaction invitation; The interaction invitation is sent from the first user account to the second user account to invite the second virtual character to interact with the first virtual character in the exclusive interaction area.
[0338] In some embodiments, the interactive display module 2430 is configured to control the first virtual character to perform a first action in the dedicated interactive area, and to display the second action performed by the at least one second virtual character in the dedicated interactive area; The first action and the second action are preset interactive actions for the first virtual asset.
[0339] In some embodiments, the interactive display module 2430 is configured to display at least one interactive control when the first virtual character meets the interactive conditions, the at least one interactive control including a first interactive control; wherein the interactive conditions include at least one of the following: the first virtual character enters the exclusive interactive area, or the first virtual character approaches the exclusive interactive area; In some embodiments, the interactive display module 2430 is configured to display an invitation interface in response to an operation on the first interactive control, the invitation interface displaying at least one user account identifier; In some embodiments, the interactive display module 2430 is configured to send the interactive invitation to the second user account indicated by the target user account identifier in response to a selection operation for a target user account identifier among the at least one user account identifiers.
[0340] In some embodiments, the interactive display module 2430 is configured to display a first prompt message after the first user account sends the interactive invitation to the second user account, the first prompt message being used to indicate whether the interactive invitation has been agreed to by the second user account; In some embodiments, the interactive display module 2430 is configured to display the second virtual character that has been transferred to the exclusive interactive area when the second user account agrees to the interactive invitation.
[0341] In some embodiments, the target virtual character includes the first virtual character.
[0342] In some embodiments, the interactive display module 2430 is used to display the single-person interaction process of the first virtual character in the exclusive interactive area when the first virtual character meets the interaction conditions; The interaction conditions include at least one of the following: the first virtual character enters the exclusive interaction area, or the first virtual character approaches the exclusive interaction area.
[0343] In some embodiments, the interactive display module 2430 is configured to display at least one interactive control when the first virtual character meets the interactive conditions, the at least one interactive control including a second interactive control; In some embodiments, the interactive display module 2430 is configured to control the first virtual character to perform a third action in the dedicated interactive area in response to an operation on the second interactive control; The third action is a preset single-person interactive action for the first virtual asset.
[0344] In some embodiments, the interactive display module 2430 is configured to, for a third virtual character included in the public virtual environment, and when the third virtual character is a virtual character included in the whitelist corresponding to the first virtual asset, execute the step of displaying the interaction process of at least one target virtual character in the exclusive interactive area corresponding to the first virtual asset, wherein the third virtual character is determined to be the target virtual character. The whitelist corresponding to the first virtual asset is used to indicate virtual characters with interactive participation permissions.
[0345] In some embodiments, the interactive display module 2430 is used to hide and display the fourth virtual character in the public virtual environment when the first virtual asset is hidden and displayed on the client corresponding to the fourth virtual character; wherein the fourth virtual character does not have the exclusive interactive permission.
[0346] In some embodiments, the asset placement module 2420 is configured to respond to an asset placement operation at the first location, and if the first location meets the placement conditions, control the first virtual character to place the first virtual asset at the first location. The placement conditions include at least one of the following: the contact area between the first position and the first virtual asset is greater than or equal to a first threshold, the tilt angle of the first position is less than or equal to a second threshold, and if the first virtual asset is placed at the first position, there are no other virtual objects in the public virtual environment that collide with the first virtual asset.
[0347] In some embodiments, the interactive display module 2430 is configured to enable the interactive participation permission of the exclusive interactive area in response to a permission enabling operation; The exclusive interactive area where the interactive participation permission has been enabled allows only virtual characters with the aforementioned interactive participation permission to participate in the interaction within that exclusive interactive area.
[0348] In some embodiments, the interactive participation permissions include at least one level.
[0349] In some embodiments, the interactive display module 2430 is used to display, when the interactive participation permission of the target virtual character changes from the first level to the second level, the interactive action performed by the target virtual character in the exclusive interactive area changes from the first level preset action to the second level preset action. The preset actions for the first level correspond to the first level, and the preset actions for the second level correspond to the second level.
[0350] Compared to related technologies that only allow the placer of the virtual asset to enter the area where the virtual asset is located, the technical solution provided in this application proposes a dedicated interactive area corresponding to the virtual asset, and the concept of interactive participation permissions for this dedicated interactive area. For a first virtual asset placed in a public virtual environment, any target virtual character with interactive participation permissions is allowed to interact in the dedicated interactive area. Conversely, virtual characters without interactive participation permissions are restricted from entering the dedicated interactive area and, of course, cannot interact. Therefore, this application enriches the interaction methods between virtual characters and virtual assets.
[0351] Furthermore, this application includes a permission design for virtual assets placed in public virtual environments, allowing virtual characters with interactive participation permissions to engage in interaction. This approach attracts virtual characters with interactive participation permissions to participate, increasing their enthusiasm for interaction and thus promoting human-computer interaction.
[0352] The following are embodiments of the apparatus described in this application, which can be used to execute the embodiments of the method described in this application. For details not disclosed in the apparatus embodiments of this application, please refer to the embodiments of the method described in this application.
[0353] Please refer to Figure 25 This diagram illustrates a block diagram of an interactive device for a virtual character according to another embodiment of this application. The device has the functionality to implement the method example described above; this functionality can be implemented in hardware or by hardware executing corresponding software. The device can be the terminal device described above, or it can be located within a terminal device. For example... Figure 25 As shown, the device 2500 may include: an environment display module 2510, an asset display module 2520, and an interactive module 2530.
[0354] The environment display module 2510 is used to display a three-dimensional public virtual environment, which includes multiple virtual characters; Asset display module 2520 is used to display a first virtual asset placed by a first virtual character at a first location in the public virtual environment; The interaction module 2530 is used to control the second virtual character to participate in the interaction in the exclusive interaction area corresponding to the first virtual asset when the second virtual character has the interaction participation permission; wherein, the interaction participation permission includes the permission to enter the exclusive interaction area, and virtual characters in the public virtual environment that do not have the interaction participation permission are restricted from entering the exclusive interaction area.
[0355] In some embodiments, the interaction module 2530 is used to display an interaction invitation sent by a first user account, wherein the first virtual character is controlled by the first user account, and the interaction invitation is used to invite the second virtual character to interact with the first virtual character in the exclusive interaction area; In some embodiments, the interaction module 2530 is configured to control a second virtual character to participate in the interaction in the exclusive interaction area in response to an agreement operation on the interaction invitation.
[0356] In some embodiments, the interaction module 2530 is used to display a collision animation of the second virtual character colliding with the first bounding box corresponding to the first virtual asset when the second virtual character does not have the interaction participation permission; The first bounding box corresponding to the first virtual asset is used to restrict virtual characters in the public virtual environment who do not have the permission to participate in the interaction from entering the exclusive interaction area. The first bounding box includes the exclusive interaction area.
[0357] In some embodiments, the interaction module 2530 is configured to hide and display the first virtual asset in the public virtual environment in response to an operation of hiding and displaying the first virtual asset, when the second virtual character does not have the permission to participate in the interaction.
[0358] In some embodiments, the interaction module 2530 is configured to display a prompt control when the second virtual character does not have the permission to participate in the interaction. The prompt control is used to prompt that the first virtual asset is hidden or displayed in the public virtual environment. In some embodiments, the interaction module 2530 is configured to hide or display the first virtual asset in the public virtual environment in response to an operation on the prompt control.
[0359] In some embodiments, the interaction module 2530 is used to execute the step of displaying the prompt control when the movement direction of the second virtual character is opposite to the collision normal direction and the collision duration is greater than or equal to a preset duration. Wherein, the collision normal direction refers to the normal direction of the collision between the second virtual character and the first bounding box corresponding to the first virtual asset, and the collision duration refers to the duration of the collision between the second virtual character and the first bounding box.
[0360] In some embodiments, the interactive module 2530 is configured to hide or display at least one second virtual asset in the public virtual environment in response to an operation of hiding or displaying the first virtual asset; The second virtual asset is a different virtual asset placed by the first virtual character in the public virtual environment.
[0361] In some embodiments, the interaction module 2530 is configured to, after hiding and displaying the first virtual asset in the public virtual environment, in response to receiving an interaction invitation sent by the first user account, display at least one of the following in the public virtual environment: the first virtual asset, at least one second virtual asset, and the first virtual character being controlled by the first user account; The second virtual asset is a different virtual asset placed by the first virtual character in the public virtual environment.
[0362] Compared to related technologies that only allow the placer of the virtual asset to enter the area where the virtual asset is located, the technical solution provided in this application proposes a dedicated interactive area corresponding to the virtual asset, and the concept of interactive participation permissions for this dedicated interactive area. For a first virtual asset placed in a public virtual environment, any target virtual character with interactive participation permissions is allowed to interact in the dedicated interactive area. Conversely, virtual characters without interactive participation permissions are restricted from entering the dedicated interactive area and, of course, cannot interact. Therefore, this application enriches the interaction methods between virtual characters and virtual assets.
[0363] Furthermore, this application includes a permission design for virtual assets placed in public virtual environments, allowing virtual characters with interactive participation permissions to engage in interaction. This approach attracts virtual characters with interactive participation permissions to participate, increasing their enthusiasm for interaction and thus promoting human-computer interaction.
[0364] It should be noted that the apparatus provided in the above embodiments is only illustrated by the division of the above functional modules when implementing its functions. In actual applications, the above functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and the specific implementation process can be found in the method embodiments, which will not be repeated here.
[0365] Please refer to Figure 26 This diagram illustrates a structural block diagram of a terminal device 2600 provided in one embodiment of this application. The terminal device 2600 may be... Figure 1 The terminal device in the computer system shown is used to implement the virtual character interaction method provided in the above embodiments. Specifically: Typically, terminal device 2600 includes a processor 2601 and a memory 2602.
[0366] Processor 2601 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2601 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field Programmable Gate Array), and PLA (Programmable Logic Array). Processor 2601 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 2601 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content required to be displayed on the screen. In some embodiments, processor 2601 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.
[0367] The memory 2602 may include one or more computer-readable storage media, which may be non-transitory. The memory 2602 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2602 are used to store a computer program configured to be executed by one or more processors to implement the aforementioned virtual character interaction method.
[0368] In some embodiments, the terminal device 2600 may also optionally include a peripheral device interface 2603 and at least one peripheral device. The processor 2601, memory 2602, and peripheral device interface 2603 can be connected via a bus or signal line. Each peripheral device can be connected to the peripheral device interface 2603 via a bus, signal line, or circuit board. Specifically, the peripheral device includes at least one of a radio frequency circuit 2604, a display screen 2605, an audio circuit 2607, and a power supply 2608.
[0369] Those skilled in the art will understand that Figure 26 The structure shown does not constitute a limitation on the terminal device 2600, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.
[0370] In an exemplary embodiment, a computer-readable storage medium is also provided, wherein a computer program is stored therein, which, when executed by a processor, implements a method for interacting with virtual characters.
[0371] In some embodiments, the computer-readable storage medium may include ROM (Read-Only Memory), RAM (Random Access Memory), SSD (Solid State Drives), or optical disc, etc. The random access memory may include ReRAM (Resistance Random Access Memory) and DRAM (Dynamic Random Access Memory).
[0372] In an exemplary embodiment, a computer program product is also provided, the computer program product including a computer program that, when executed by a processor, implements an interaction method for a virtual character.
[0373] It should be noted that the collection and processing of relevant data (including interactions, images, operations, etc.) in this application should strictly comply with the requirements of relevant national laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.
[0374] It should be understood that "multiple" as used herein refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects are in an "or" relationship. Furthermore, the step numbers described herein are merely illustrative of one possible execution order. In some other embodiments, the steps may not be executed in numerical order, such as two steps with different numbers being executed simultaneously, or two steps with different numbers being executed in the reverse order of the illustration. This application does not limit this.
[0375] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of this application should be included within the protection scope of this application.
Claims
1. A method for interacting with virtual characters, characterized in that, The method includes: Display a three-dimensional public virtual environment, which includes multiple virtual characters; Control the first virtual character to place the first virtual asset at a first location in the public virtual environment; The display shows the interaction process of at least one target virtual character in the exclusive interactive area corresponding to the first virtual asset; wherein, the target virtual character is a virtual character with interactive participation permission, the interactive participation permission includes the permission to enter the exclusive interactive area, and virtual characters in the public virtual environment that do not have the interactive participation permission are restricted from entering the exclusive interactive area.
2. The method according to claim 1, characterized in that, The at least one target virtual character includes the first virtual character and at least one second virtual character, wherein the first virtual character is controlled by the first user account and the second virtual character is controlled by the second user account; The process of displaying at least one target virtual character interacting in the exclusive interactive area corresponding to the first virtual asset includes: If the second user account agrees to the interaction invitation, the interaction process between the first virtual character and the at least one second virtual character in the exclusive interaction area is displayed; The interaction invitation is sent from the first user account to the second user account to invite the second virtual character to interact with the first virtual character in the exclusive interaction area.
3. The method according to claim 2, characterized in that, The process of displaying the interaction between the first virtual character and the at least one second virtual character in the dedicated interactive area includes: Control the first virtual character to perform a first action in the dedicated interactive area, and display the second action performed by the at least one second virtual character in the dedicated interactive area; The first action and the second action are preset interactive actions for the first virtual asset.
4. The method according to claim 2 or 3, characterized in that, The method further includes: When the first virtual character meets the interaction conditions, at least one interactive control is displayed, the at least one interactive control including the first interactive control; wherein, the interaction conditions include at least one of the following: the first virtual character enters the exclusive interactive area, the first virtual character approaches the exclusive interactive area; In response to an operation on the first interactive control, an invitation interface is displayed, which displays at least one user account identifier; In response to a selection operation for a target user account identifier among the at least one user account identifiers, the interaction invitation is sent to the second user account indicated by the target user account identifier.
5. The method according to any one of claims 2 to 4, characterized in that, The method further includes at least one of the following: After the first user account sends the interaction invitation to the second user account, a first prompt message is displayed, which is used to indicate whether the interaction invitation has been accepted by the second user account. If the second user account agrees to the interaction invitation, the second virtual character that has been sent to the exclusive interaction area is displayed.
6. The method according to claim 1, characterized in that, The target virtual character includes the first virtual character, and the process of displaying at least one target virtual character interacting in a dedicated interactive area corresponding to the first virtual asset includes: When the first virtual character meets the interaction conditions, the single-person interaction process of the first virtual character in the exclusive interaction area is displayed; The interaction conditions include at least one of the following: the first virtual character enters the exclusive interaction area, or the first virtual character approaches the exclusive interaction area.
7. The method according to claim 6, characterized in that, The method further includes: When the first virtual character meets the interaction conditions, at least one interactive control is displayed, and the at least one interactive control includes a second interactive control. The process of displaying the first virtual character's single-player interaction in the dedicated interactive area includes: In response to an operation on the second interactive control, the first virtual character is controlled to perform a third action in the dedicated interactive area; The third action is a preset single-person interactive action for the first virtual asset.
8. The method according to any one of claims 1 to 7, characterized in that, The method further includes: For a third virtual character included in the public virtual environment, if the third virtual character is a virtual character included in the whitelist corresponding to the first virtual asset, the step of displaying the interaction process of at least one target virtual character in the exclusive interactive area corresponding to the first virtual asset is executed, and the third virtual character is determined to be the target virtual character. The whitelist corresponding to the first virtual asset is used to indicate virtual characters with interactive participation permissions.
9. The method according to any one of claims 1 to 8, characterized in that, The method further includes: When the first virtual asset is hidden on the client corresponding to the fourth virtual character, the fourth virtual character is hidden in the public virtual environment; wherein the fourth virtual character does not have the exclusive interaction permission.
10. The method according to any one of claims 1 to 9, characterized in that, The control of the first virtual character to place the first virtual asset at a first location in the public virtual environment includes: In response to an asset placement operation at the first location, if the first location meets the placement conditions, the first virtual character is controlled to place the first virtual asset at the first location. The placement conditions include at least one of the following: the contact area between the first position and the first virtual asset is greater than or equal to a first threshold, the tilt angle of the first position is less than or equal to a second threshold, and if the first virtual asset is placed at the first position, there are no other virtual objects in the public virtual environment that collide with the first virtual asset.
11. The method according to any one of claims 1 to 10, characterized in that, The method further includes: In response to the permission enabling operation, the interactive participation permission of the exclusive interactive area is enabled; The exclusive interactive area where the interactive participation permission has been enabled allows only virtual characters with the aforementioned interactive participation permission to participate in the interaction within that exclusive interactive area.
12. The method according to any one of claims 1 to 11, characterized in that, The interactive participation permissions include at least one level, and the method further includes: When the interactive participation permission of the target virtual character changes from the first level to the second level, the interactive action performed by the target virtual character in the exclusive interactive area changes from the first level preset action to the second level preset action. The preset actions for the first level correspond to the first level, and the preset actions for the second level correspond to the second level.
13. A method for interacting with a virtual character, characterized in that, The method includes: Display a three-dimensional public virtual environment, which includes multiple virtual characters; At a first location in the public virtual environment, a first virtual asset placed by a first virtual character is displayed; When the second virtual character has the permission to participate in the interaction, the second virtual character is controlled to participate in the interaction in the exclusive interaction area corresponding to the first virtual asset; wherein, the permission to participate in the interaction includes the permission to enter the exclusive interaction area, and virtual characters in the public virtual environment that do not have the permission to participate in the interaction are restricted from entering the exclusive interaction area.
14. The method according to claim 13, characterized in that, The method further includes: The display shows an interaction invitation sent by a first user account, the first virtual character being controlled by the first user account, and the interaction invitation being used to invite a second virtual character to interact with the first virtual character in the exclusive interaction area; When the second virtual character has interactive participation permissions, controlling the second virtual character to participate in interactions within the exclusive interactive area corresponding to the first virtual asset includes: In response to the consent action of the interaction invitation, the second virtual character is controlled to participate in the interaction in the exclusive interaction area.
15. The method according to claim 13 or 14, characterized in that, The method further includes: If the second virtual character does not have the permission to participate in the interaction, a collision animation is displayed showing the second virtual character colliding with the first bounding box corresponding to the first virtual asset. The first bounding box corresponding to the first virtual asset is used to restrict virtual characters in the public virtual environment who do not have the permission to participate in the interaction from entering the exclusive interaction area. The first bounding box includes the exclusive interaction area.
16. The method according to any one of claims 13 to 15, characterized in that, The method further includes: If the second virtual character does not have the permission to participate in the interaction, in response to the operation of hiding and displaying the first virtual asset, the first virtual asset is hidden and displayed in the public virtual environment.
17. The method according to claim 16, characterized in that, The method further includes: If the second virtual character does not have the permission to participate in the interaction, a prompt control is displayed, which is used to prompt that the first virtual asset is hidden or displayed in the public virtual environment. The operation of hiding or displaying the first virtual asset in the public virtual environment in response to the operation of hiding or displaying the first virtual asset includes: In response to an operation on the prompt control, the first virtual asset is hidden or displayed in the public virtual environment.
18. The method according to claim 17, characterized in that, The method further includes: If the movement direction of the second virtual character is opposite to the collision normal direction, and the collision duration is greater than or equal to the preset duration, the step of displaying the prompt control is executed. Wherein, the collision normal direction refers to the normal direction of the collision between the second virtual character and the first bounding box corresponding to the first virtual asset, and the collision duration refers to the duration of the collision between the second virtual character and the first bounding box.
19. The method according to any one of claims 16 to 18, characterized in that, The method further includes: In response to the operation of hiding or displaying the first virtual asset, at least one second virtual asset is hidden or displayed in the public virtual environment; The second virtual asset is a different virtual asset placed by the first virtual character in the public virtual environment.
20. The method according to any one of claims 16 to 19, characterized in that, After hiding the first virtual asset in the public virtual environment, the method further includes: In response to receiving an interaction invitation from a first user account, at least one of the following is displayed in the public virtual environment: the first virtual asset, at least one second virtual asset, and the first virtual character being controlled by the first user account; The second virtual asset is a different virtual asset placed by the first virtual character in the public virtual environment.
21. An interactive device for a virtual character, characterized in that, The device includes: An environment display module is used to display a three-dimensional public virtual environment, which includes multiple virtual characters; The asset placement module is used to control the first virtual character to place the first virtual asset at a first location in the public virtual environment; An interactive display module is used to display the interaction process of at least one target virtual character in a dedicated interactive area corresponding to the first virtual asset; wherein, the target virtual character is a virtual character with interactive participation permissions, the interactive participation permissions include the permission to enter the dedicated interactive area, and virtual characters in the public virtual environment that do not have the interactive participation permissions are restricted from entering the dedicated interactive area.
22. An interactive device for a virtual character, characterized in that, The device includes: An environment display module is used to display a three-dimensional public virtual environment, which includes multiple virtual characters; An asset display module is used to display a first virtual asset placed by a first virtual character at a first location in the public virtual environment; The interaction module is used to control the second virtual character to participate in interactions within the exclusive interaction area corresponding to the first virtual asset, provided that the second virtual character has the permission to participate in interactions. The interaction permission includes the permission to enter the exclusive interaction area, and virtual characters in the public virtual environment that do not have the permission to participate in interactions are restricted from entering the exclusive interaction area.
23. A terminal device, characterized in that, The terminal device includes a processor and a memory, the memory storing a computer program, which is loaded and executed by the processor to implement the interaction method of the virtual character as described in any one of claims 1 to 20.
24. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program, which is loaded and executed by a processor to implement the interaction method of the virtual character as described in any one of claims 1 to 20.
25. A computer program product, characterized in that, The computer program product includes a computer program that is loaded and executed by a processor to implement the interaction method of the virtual character as described in any one of claims 1 to 20.