VIRTUAL ENVIRONMENT BASED INTERACTION METHOD AND ITS DEVICE, APPARATUS, AND PROGRAM

By displaying a target form on environment objects corresponding to the player's chosen skin, the interaction method between game characters and environment objects is enhanced, improving player experience and interaction rate.

JP2025500749AActive Publication Date: 2025-01-15TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024531476
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-03-01
Filing Date
2022-11-30
Publication Date
2025-01-15
Estimated Expiration
2042-11-30

AI Technical Summary

Technical Problem

Existing interaction methods between game characters and environment objects in virtual environments are simplistic and lack variety, leading to a need for enhanced interaction experiences.

Method used

A method and device that display a target form on environment virtual objects corresponding to the skin worn by a first virtual object in response to an interaction operation, enhancing the interaction experience by relating the display form of the environment object to the player's chosen skin.

Benefits of technology

This approach enriches the interaction method between environment and virtual objects, improving player interaction experience and rate by dynamically changing the form of environment objects based on the player's chosen skin, providing a new and engaging interaction scheme.

✦ Generated by Eureka AI based on patent content.

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Abstract

A method for interaction based on a virtual environment, and a device, equipment, medium, and program product thereof, which belong to the field of virtual environments. The method is executed by a first client, and includes a step (220) of displaying a first virtual object and an environmental virtual object, which is a scene element of the virtual environment, in the virtual environment, and a step (240) of controlling the environmental virtual object in response to an interaction operation of the first virtual object with the environmental virtual object to display a target form corresponding to a target skin worn by the first virtual object. The above method, device, equipment, and storage medium provide a new interaction method between the environmental virtual object and the first virtual object.
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Description

[Technical field]

[0001] [CROSS REFERENCE TO RELATED APPLICATIONS] This application claims priority to a Chinese patent application filed on March 1, 2022, bearing application number 202210193345.8 and entitled "Virtual environment-based interaction method and related apparatus, equipment, medium and program product," the entire contents of which are incorporated herein by reference.

[0002] TECHNICAL FIELD Embodiments of the present application relate to the field of virtual environments, and in particular to virtual environment-based interaction methods, devices, apparatus, media, and program products. [Background technology]

[0003] In the field of gaming, a virtual environment is often constructed with multiple scene elements, including stones, trees, houses, non-player characters, etc.

[0004] In the related art, the way in which the game character controlled by the player interacts with scene elements is very simple. For example, in a gathering task, the player controls the game character to approach a tree and clicks the pick button to obtain fruit from the tree; in a forging task, the player controls the game character to supply materials such as rare metals to a forge and clicks the forge button to obtain a forged weapon.

[0005] Apparently, the interaction methods between scene elements (wood, forge) and game characters in the related art are very simple, and how to increase the interaction methods between scene elements and game characters has become an urgent technical problem to be solved. Summary of the Invention [Problem to be solved by the invention]

[0006] The present application provides a new interaction method between an environmental virtual object and a first virtual object, and provides an interaction method based on a virtual environment, which is advantageous for improving the interaction rate between a player and an environmental virtual object, and its device, equipment, medium and program product. The technical solutions are as follows: [Means for solving the problem]

[0007] According to one aspect of the present application, A method of interaction based on a virtual environment executed by a first client, the first client being a client for controlling a first virtual object, comprising: Displaying a first virtual object and an environmental virtual object, which is a scene element of the virtual environment, in the virtual environment; and in response to an interaction operation of the first virtual object with the environmental virtual object, controlling the environmental virtual object to display a target form corresponding to a target skin worn by the first virtual object.

[0008] According to another aspect of the present application, A method of interaction based on a virtual environment executed by a server, comprising: receiving an interaction request between a first virtual object and an environmental virtual object sent by a first client, the interaction request including skin information of a target skin worn by the first virtual object; determining a target form corresponding to the skin information based on the skin information of the target skin; sending instructions to the first client to display the target morphology; the first client is a client for controlling the first virtual object, and the environmental virtual object is a scene element that the virtual environment has.

[0009] According to another aspect of the present application, A method of interaction based on a virtual environment executed by a second client, comprising: Displaying a first virtual object and an environmental virtual object, which is a scene element of the virtual environment, in the virtual environment; and controlling the environmental virtual object to display a target form corresponding to the target skin worn by the first virtual object; The second client is a client for controlling a second virtual object, which is any virtual object other than the first virtual object in the virtual environment.

[0010] According to another aspect of the present application, A virtual environment based interaction device, comprising: a display module for displaying a first virtual object and an environmental virtual object, which is a scene element of the virtual environment, in the virtual environment; and a control module for controlling the environmental virtual object in response to an interaction operation of the first virtual object with the environmental virtual object to display a target form corresponding to a target skin worn by the first virtual object.

[0011] According to another aspect of the present application, A virtual environment based interaction device, comprising: a receiving module for receiving an interaction request between a first virtual object and an environmental virtual object sent by a first client, the interaction request including skin information of a target skin worn by the first virtual object; A determination module for determining a target form corresponding to the skin information according to the skin information of the target skin; a sending module for sending an instruction to display the target form to the first client; The first client is a client for controlling a first virtual object, and an environmental virtual object is a scene element that the virtual environment has, providing an interaction device.

[0012] According to another aspect of the present application, A virtual environment based interaction device, comprising: a display module for displaying a first virtual object and an environmental virtual object, which is a scene element of the virtual environment, in the virtual environment; and a control module for controlling the environmental virtual object to display a target form corresponding to the target skin worn by the first virtual object.

[0013] According to one aspect of the present application, 1. A computer device comprising: There is provided a computing device comprising a processor and a memory storing a computer program which, when loaded and executed by said processor, causes said computing device to implement the above mentioned virtual environment based interaction method.

[0014] According to another aspect of the present application, 1. A non-volatile computer readable storage medium, comprising: There is also provided a non-volatile computer-readable storage medium storing a computer program which, when loaded and executed by a processor, causes a computer to implement the above-mentioned virtual environment-based interaction method.

[0015] According to another aspect of the present application, 1. A computer program product comprising: computer instructions stored on a non-volatile computer readable storage medium; A computer program product is provided in which a processor of a computing device reads the computer instructions from a non-volatile computer-readable storage medium and executes the computer instructions to cause the computing device to implement the virtual environment-based interaction method according to the above aspect. Effect of the Invention

[0016] By displaying a target form corresponding to the target skin worn by the first virtual object on the environmental virtual object, a new interaction method between the environmental virtual object and the first virtual object is provided, in which the display form of the environmental virtual object is highly related to the skin worn by the first virtual object, thereby enriching the interaction method between the environmental virtual object and the first virtual object, improving the player's interaction experience, and increasing the interaction rate between the player and the environmental virtual object.

[0017] In the related art, the interaction between the environmental virtual object and the first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree or the first virtual object forges a weapon in a forge, whereas in the related art, the interaction is performed only by the behavior that the first virtual object actively performs on the environmental virtual object. On the other hand, in the present application, the interaction between the first virtual object and the environmental virtual object is provided in a manner similar to "Easter eggs", where the environmental virtual object actively presents a target form to the first virtual object according to the target skin worn by the first virtual object. Apparently, the present application provides a new interaction method different from the related art. [Brief description of the drawings]

[0018] [Figure 1] FIG. 2 is a structural block diagram of a computer system according to an exemplary embodiment. [Diagram 2]1 is a flowchart of a virtual environment based interaction method according to an exemplary embodiment; [Diagram 3] FIG. 1 is a schematic diagram of a virtual environment in accordance with an illustrative embodiment; [Figure 4] FIG. 13 is a schematic diagram of a virtual environment according to another illustrative embodiment. [Diagram 5] FIG. 13 is a schematic diagram of an interaction control for controlling a first virtual object to interact with environmental virtual objects according to an illustrative embodiment; [Figure 6] FIG. 1 is a schematic diagram of three different levels of skins of the same skin series according to an example embodiment. [Figure 7] FIG. 13 is a schematic diagram of three different levels of skins of the same skin series according to another exemplary embodiment. [Figure 8] FIG. 2 is a schematic diagram of an environment virtual object displaying a first form corresponding to a first skin according to an exemplary embodiment; [Figure 9] FIG. 13 is a schematic diagram of an environment virtual object displaying a second configuration corresponding to a second skin according to an exemplary embodiment; [Figure 10] FIG. 2 is a schematic diagram of an interaction process of a computer system according to an exemplary embodiment. [Figure 11] FIG. 2 is a schematic diagram of an interaction process of a computer system according to an exemplary embodiment. [Figure 12] 1 is a flowchart of a virtual environment based interaction method according to another exemplary embodiment; [Figure 13] FIG. 2 is a schematic diagram of an interaction process of a computer system according to an exemplary embodiment. [Figure 14] FIG. 2 is a schematic diagram of an interaction process of a computer system according to an exemplary embodiment. [Figure 15] FIG. 1 is a structural block diagram of a virtual environment-based interaction device according to an exemplary embodiment; [Figure 16] FIG. 13 is a structural block diagram of a virtual environment-based interaction device according to another exemplary embodiment. [Figure 17] FIG. 13 is a structural block diagram of a virtual environment-based interaction device according to another exemplary embodiment. [Figure 18] FIG. 2 is a structural block diagram of a computer device according to an exemplary embodiment. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0019] Exemplary embodiments are described in detail herein, examples of which are illustrated in the drawings. In the following description, when the drawings are described, the same numerals in different drawings represent the same or similar elements, unless otherwise stated. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with the present application. Rather, they are merely examples of apparatus and methods consistent with some aspects of the present application, as detailed in the claims.

[0020] It should be understood that "several" as referred to herein means one or more, and "multiple" means two or more. "And / or" describes a related relationship of related objects and indicates that there are three relationships, for example, A and / or B can represent A being present alone, A and B being present simultaneously, and B being present alone. The sign " / " generally indicates that the related objects before and after are in an "or" relationship.

[0021] First, the nouns related to the embodiments of the present application will be briefly described.

[0022] Virtual environment: A virtual environment that is displayed (or provided) when a client is running on a terminal. The virtual environment may be a simulation of the real world, a semi-simulated semi-fictional environment, or a purely fictional environment. The virtual environment may be any of a 2D virtual environment, a 2.5D virtual environment, and a 3D virtual environment, but is not limited thereto in the present application. In the following embodiment, the virtual environment is described as a 3D virtual environment.

[0023] Optionally, the virtual environment may provide a battle environment for virtual objects. As an example, in a battle royal game, at least one virtual object plays a battle in the virtual environment, and the virtual object achieves the purpose of surviving in the virtual environment by avoiding attacks launched by enemy units and dangers (e.g., exhaust gas circles, swamps, etc.) present in the virtual environment, and when the hit points of the virtual object in the virtual environment become zero, the life of the virtual object in the virtual environment ends, and the last surviving virtual object becomes the winner.

[0024] 1 is a structural block diagram of a computer system according to an exemplary embodiment of the present application. The computer system 100 includes a first terminal 120, a server 140, and a second terminal 160.

[0025] The first terminal 120 installs and executes a first client supporting a virtual environment. A control account of a first virtual object is registered in the first client, and the first client may be any of a three-dimensional map program, a side-scrolling shooting game, a side-scrolling adventure game, a side-scrolling path game, a side-scrolling strategy game, a virtual reality (VR) application, and an augmented reality (AR) program. The first terminal 120 is a terminal used by a first user, and the first user uses the first terminal 120 to control a first virtual object located in a virtual environment to perform an activity including, but not limited to, at least one of adjusting a body posture, walking, running, jumping, riding, driving, aiming, picking, and using a throwing prop. As an example, the first virtual object is a virtual character such as a simulated character object or an animated character object. As an example, the first user controls the first virtual object by a user interface (UI) control on a virtual environment screen to perform an activity.

[0026] The second terminal 160 installs and executes a second client supporting the virtual environment. A control account of a second virtual object is registered in the second client, and the second client may be any of a three-dimensional map program, a side-scrolling shooting game, a side-scrolling adventure game, a side-scrolling path game, a side-scrolling strategy game, a Virtual Reality (VR) application, and an Augmented Reality (AR) program. The second terminal 160 is a terminal used by a second user, and the second user uses the second terminal 160 to control a second virtual object located in the virtual environment to perform an activity.

[0027] The first terminal 120 is connected to the server 140 via a wireless network or a wired network, and the second terminal 160 is connected to the server 140 via a wireless network or a wired network.

[0028] The server 140 includes at least one of a server, multiple servers, a cloud computing platform, and a virtualization center. As an example, the server 140 includes a processor 144 and a memory 142, the memory 142 includes a receiving module 1421, a control module 1422, and a sending module 1423, where the receiving module 1421 is used to receive a request sent by a client, such as a request to control and move a virtual object, the control module 1422 is used to control rendering of a virtual environment screen, and the sending module 1423 is used to send a response to a client, such as sending a response to a client that a position of a virtual object has been changed. Optionally, the server 140 is used to provide background services to an application supporting the virtual environment. Optionally, the server 140 is responsible for primary computational tasks, and the first terminal 120 and the second terminal 160 are responsible for secondary computational tasks, or the server 140 is responsible for secondary computational tasks, and the first terminal 120 and the second terminal 160 are responsible for primary computational tasks, or the server 140, the first terminal 120 and the second terminal 160 are cooperatively responsible for computational tasks. As an example, an application supporting a virtual environment may also be referred to as a client supporting a virtual environment, like the first client and the second client described above.

[0029] Optionally, the above client can run on various operating system platforms (Android or IOS). Optionally, the device type of the terminal includes at least one of a smartphone, a smart watch, an in-vehicle terminal, a wearable device, a smart TV, a tablet, an e-book reader, a Moving Picture Experts Group Audio Layer III (MP3), a Moving Picture Experts Group Audio Layer IV (MP4), a laptop portable computer, and a desktop computer. In the following embodiment, the terminal includes a smartphone.

[0030] Those skilled in the art can appreciate that the number of the above terminals may be more or less. For example, the number of the above terminals may be only one, or may be tens or hundreds or more. The embodiment of the present application does not limit the number and type of the terminals.

[0031] 2 shows a flowchart of an interaction method based on a virtual environment according to an exemplary embodiment of the present application, to provide a new interaction manner between an environmental virtual object and a first virtual object. In this embodiment, the method is performed by the first terminal 120 (or the first client running on the first terminal 120 and supporting the virtual environment) shown in FIG. 1, and the first client is a client for controlling the first virtual object. The method includes the following steps 220 and 240.

[0032] Step 220: Display the first virtual object and the environmental virtual object within the virtual environment.

[0033] The first virtual object refers to a movable object controlled by the first client in the virtual environment. The movable object may be, for example, a character, an animal, such as a virtual character, a virtual animal, an animated character, etc., displayed in the three-dimensional virtual environment. Optionally, the virtual object is a three-dimensional solid model created based on an animation skeleton technique. Each virtual object has its own shape and volume in the three-dimensional virtual environment and occupies a part of the space in the three-dimensional virtual environment.

[0034] In the present application, the target skin refers to a skin worn by the first virtual object, and the skin can be understood as the appearance of the first virtual object at the interface level and the map of the model of the first virtual object at the background technology level. In the present application, the target skin may be the first skin of the original model, or may be a second skin improved based on the first skin, for example, the first skin may be obtained by rendering using the first map, and the second skin may be obtained by rendering using the second map obtained by changing some parts of the first map. In the present application, the skin information of the target skin includes at least one of the following: a skin level of the target skin in the target skin series to which the target skin belongs, where the skins in the target skin series have the same basic skin style; a rarity of the target skin; a skin quality of the target skin; a skin theme of the target skin; a body part of the first virtual object covered with the target skin; a skin part of the target skin; a skin attribute of the target skin; and a number of skin parts of the target skin. In some embodiments, the rarity may be referred to as a rarefied degree.

[0035] In one embodiment, the first client displays a first virtual object worn by a target skin, and the target skin displayed by the first virtual object may be a skin owned by the first virtual object or may be a skin temporarily worn by the first virtual object based on a skin experience privilege, and the time for the skin experience may be 3 days, 5 days, 7 days, or more or less than that.

[0036] The target skin worn by the first virtual object can be replaced during a current game or selected before the game starts, for example, the first client may control the first virtual object to pick up and wear clothes discarded by other virtual objects, and display a screen showing the first virtual object wearing the clothes. For example, in a Multiplayer Online Battle Arena (MOBA) type game, the first client may select a target skin worn by the first virtual object before the game starts, and control the first virtual object to always wear the skin during subsequent games.

[0037] The environmental virtual object refers to a scene element that the virtual environment has. Optionally, the scene element includes dynamic virtual objects and static virtual objects, where the dynamic virtual object refers to a movable object that is not controlled by the player in the virtual environment, such as an owner calling customers at a virtual store, a pedestrian walking freely on the street, and a game guide issuing a task. The static virtual object refers to a scene element that cannot be moved in the virtual environment, such as a calligraphy pendant in a study, a pond in a garden, and a tree that is everywhere. Optionally, the dynamic virtual object may have a health bar setting, and the static virtual object may have a wear degree setting. Optionally, the dynamic virtual object may be created by imitating an animal having a life in the real world, and the static virtual object may be created by imitating an object that does not have a life in the real world. Optionally, the dynamic virtual object and the static virtual environment are both used to build a scene of the virtual environment.

[0038] Referring to Fig. 3, a virtual environment observed from the viewpoint of a first virtual object 301 is shown, and obviously, the virtual environment is observed from a third-person viewpoint, in which case a camera model in the virtual environment is located behind the first virtual object 301. In an open-world type game, the virtual environment shown in Fig. 3 is a birth island screen before the start of a game, and the birth island serves to gather all players participating in the game, and the game starts when the gathering time reaches a time threshold or the number of players reaches a number threshold.

[0039] 4, a virtual environment observed from the viewpoint of a first virtual object 401 is shown, and in an open-world type game, the virtual environment shown in Fig. 4 is a screen during a game. The virtual environment shown in Fig. 4 is constructed from a house (scene element) and a mountain slope (scene element).

[0040] In one embodiment, a scene element may represent at least two forms, for example, if the scene element is a "tree", the two forms of the "tree" are divided according to the number of leaves, for example, if the scene element is a "fishbowl", the two forms of the "fishbowl" are divided according to the number of goldfish in the fishbowl, for example, if the scene element is a "flowering bush", the two forms of the "flowering bush" are divided according to the number of flowers in bloom in the bush.

[0041] In one embodiment, the first client displays a scene element of an original form, i.e., an environmental virtual object displaying the original form. The original form is a basic form that the environmental virtual object has. The original form may be set according to the type of the environmental virtual object, or may be flexibly adjusted according to the operation of the first client, but the embodiment of the present application is not limited thereto. For example, if the scene element is a "tree", the original form is a "dead tree" with no leaves on the tree, for example, if the scene element is a "goldfish bowl", the original form is one in which there are no goldfish in the goldfish bowl, and for example, if the scene element is a "flowering bush", the original form is one in which all the flowers in the bush are not blooming.

[0042] Step 240: In response to an interaction operation of the first virtual object with the environmental virtual object, the environmental virtual object is controlled to display a target form corresponding to the target skin worn by the first virtual object.

[0043] The interaction operation refers to an operation of the first client controlling the first virtual object to interact with the environmental virtual object. Optionally, the interaction operation is a trigger operation of the user received by the first client. For example, an interaction control is displayed on the interface of the first client, and in response to the trigger operation of the interaction control by the user, the first client accepts an interaction operation of the first virtual object on the environmental virtual object, and then, in response to the interaction operation, the first client controls the environmental virtual object to display a target form. The trigger operation may be any of a click operation, a drag operation, a double click operation, a continuous touch operation, and a pressing touch operation. Optionally, the interaction operation is that the first virtual object hits the environmental virtual object by releasing a skill. For example, a first client controls a first virtual object to release a skill on an environmental virtual object, and when the skill hits the environmental virtual object, accepts an interaction operation of the first virtual object with the environmental virtual object, and then controls the environmental virtual object in response to the interaction operation to display a target form.

[0044] Optionally, the interaction operation may be performed automatically by the first virtual object and the environmental virtual object satisfying a certain relationship. For example, when a distance between the first virtual object and the environmental virtual object is less than a distance threshold, the first client accepts an interaction operation of the first virtual object on the environmental virtual object, and then controls the environmental virtual object to display a goal form in response to the interaction operation.

[0045] Exemplarily, an interaction control for controlling and interacting with a first virtual object and an environmental virtual object is shown with reference to Fig. 5. When the first virtual object enters within a reference distance range of the "tree" in response to the first client controlling the first virtual object to move toward the environmental virtual object (tree), an interaction control 501 is displayed on the first client, and in response to the interaction control 501 accepting a trigger operation, the first client controls the environmental virtual object to display a target form.

[0046] In the present application, the target form refers to a form corresponding to a target skin worn by a first virtual object, which is displayed by the environmental virtual object. Exemplarily, when the first virtual object wears a first skin, the first client controls the environmental virtual object to display a first form corresponding to the first skin, and when the first virtual object wears a second skin, the first client controls the environmental virtual object to display a second form corresponding to the second skin, where the first skin and the second skin are different skins, and the first form and the second form are different forms of the environmental virtual object. When the skin worn by the first virtual object is different, the form displayed by the environmental virtual object is different, so that an effect is obtained in which the form displayed by the environmental virtual object changes in real time according to the change in the skin worn by the first virtual object, thereby increasing the relevance between the form of the environmental virtual object and the skin worn by the first virtual object, improving the interaction experience of the player, and being advantageous in improving the interaction rate between the player and the environmental virtual object.

[0047] In one embodiment, the environmental virtual object is a cloud, and the cloud is displayed as a highly transparent white map when the first virtual object is wearing the first skin, and is displayed as a less transparent golden map when the first virtual object is wearing the second skin, where the first skin and the second skin are different skins, and in particular, the first skin corresponds to the first form and the second skin corresponds to the second form, which will be described in detail in the following embodiment.

[0048] In one embodiment, the first client plays a first dynamic effect to display the transformation process of the original form of the environmental virtual object switching to the target form, and then the target form switching back to the original form, the visual effect of the dynamic effect is more prominent, which can further attract the player's attention, improve the player's interaction experience, and is favorable to improve the interaction rate between the player and the environmental virtual object.

[0049] For example, if the scene element is a "tree", the original form is a "dead tree" with no leaves, and the target form is a tree with a first degree of foliage, the first client switches the "dead tree" to a tree with the first degree of foliage and displays it, and then switches the tree with the first degree of foliage to a "dead tree" and displays it. Here, the first degree of foliage is set according to experience, or flexibly adjusted according to the application scene. For the same tree, the higher the first degree of foliage, the more leaves the tree has.

[0050] In one embodiment, the environmental virtual object includes all or a part of the environmental virtual object located within a reference distance range of the first virtual object, where the reference distance range corresponds to a target skin worn by the first virtual object. The reference distance range can be flexibly set according to the target skin, and when the target skin changes, the reference distance range may or may not change.

[0051] Illustratively, the environmental virtual objects include n environmental virtual objects among all environmental virtual objects located within a reference distance range of the first virtual object, where n is an integer equal to or greater than 1. Optionally, the value of n may be fixed or may correspond to a target skin worn by the first virtual object. For example, if all environmental objects are "Stone 1, Stone 2, Tree 1, Tree 2, Fence, House", the n environmental objects are four environmental objects: "Stone 1, Stone 2, Tree 1, Tree 2".

[0052] Exemplarily, the environmental virtual objects include n types of environmental virtual objects among all environmental virtual objects located within a reference distance range of the first virtual object, where n is an integer equal to or greater than 1. Optionally, the value of n may be fixed, or may correspond to a target skin worn by the first virtual object. For example, if all environmental virtual objects are "stone 1, stone 2, tree 1, tree 2, fence, and house", the n types of environmental virtual objects include four types of environmental virtual objects "stone, tree, fence, and house", and in that case, all environmental virtual objects (six environmental virtual objects) display the target form.

[0053] Optionally, the first client randomly determines that n of all the environmental virtual objects belong to the environmental virtual object, where n is an integer equal to or greater than 1.

[0054] Optionally, the interaction operation affects at least one of all or a portion of the environmental virtual objects, and all or a portion of the environmental virtual objects display a goal form in response to the interaction operation.

[0055] As described above, by displaying a target form corresponding to the target skin worn by the first virtual object on the environmental virtual object, a new interaction method between the environmental virtual object and the first virtual object is provided, in which the display form of the environmental virtual object is highly related to the skin worn by the first virtual object. This enriches the interaction method between the environmental virtual object and the first virtual object, improves the player's interaction experience, and increases the interaction rate between the player and the environmental virtual object.

[0056] In the related art, the interaction between the environmental virtual object and the first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree or the first virtual object forges a weapon in a forge, whereas in the related art, the interaction is performed only by the behavior that the first virtual object actively performs on the environmental virtual object. On the other hand, in the present application, the interaction between the first virtual object and the environmental virtual object is provided in a manner similar to "Easter eggs", where the environmental virtual object actively presents a target form to the first virtual object according to the target skin worn by the first virtual object. Apparently, the present application provides a new interaction method different from the related art.

[0057] By setting the environmental virtual object to take on its original form when interacting with a virtual object controlled by a player, and to take on its target form when interacting with a virtual object wearing a target skin, it is possible to ensure the independence of the virtual objects controlled by different players to display different forms; that is, when virtual objects controlled by multiple players take turns interacting with the environmental virtual object, the environmental virtual object will always take on its original form as its transition form, and any player's client will show the change process of original form-target form-original form, making the visual effect of the form of the environmental virtual object prominent, further attracting the player's attention, improving the player's interaction experience, and being favorable for improving the interaction rate between the player and the environmental virtual object.

[0058] Furthermore, when the skin worn by the first virtual object is different, the displayed form of the environmental virtual object is different, thereby obtaining the effect that the displayed form of the environmental virtual object changes in real time in accordance with the change in the skin worn by the first virtual object, thereby enhancing the correlation between the form of the environmental virtual object and the skin worn by the first virtual object, improving the player's interaction experience, and being advantageous in improving the interaction rate between the player and the environmental virtual object.

[0059] Based on the arbitrary embodiment shown in FIG. 2, the step 240 "the first skin corresponds to the first form and the second skin corresponds to the second form" includes at least one of the following eight cases:

[0060] 1. The first skin and the second skin are skins of different levels belonging to the same skin series, where skins in the same skin series have the same basic skin style, the level of the first skin is lower than the level of the second skin, and the degree of sophistication (also called "definition") of the first form is lower than the degree of sophistication of the second form.

[0061] For example, referring to FIG. 6, three different skin levels of the same skin series are shown, where the level of skin 61 is lower than the level of skin 62, which is lower than the level of skin 63, and referring to FIG. 6, skin 61, skin 62, and skin 63 have the same basic skin style.

[0062] Referring to FIG. 7, three different levels of skins in another skin series are shown, part (A) of FIG. 7 shows the skins at level 1, part (B) of FIG. 7 shows the skins at level 3, and part (C) of FIG. 7 shows the skins at level 6, and it can be seen from FIG. 7 that the skins in this series have the same basic skin style.

[0063] In one embodiment, the environmental virtual object is a "tree", the form of the "tree" corresponding to a skin at level 1 has leaves of a first degree of lushness, the form of the "tree" corresponding to a skin at level 3 has leaves of a second degree of lushness, and the form of the "tree" corresponding to a skin at level 6 has leaves of a third degree of lushness, the first degree of lushness being lower than the second degree of lushness, which is lower than the third degree of lushness, and the degree of lushness of the leaves can be considered as the sophistication of the form of the "tree", i.e., the sophistication of the form of the "tree" corresponding to a skin at level 1 is lower than the sophistication of the form of the "tree" corresponding to a skin at level 3, which is lower than the sophistication of the form of the "tree" corresponding to a skin at level 3.

[0064] The level of sophistication can be interpreted as the richness of details in the map of the environmental virtual object. For example, if the environmental virtual object is a tree, the more leaves there are, the higher the level of sophistication. For example, if the environmental virtual object is a non-player character (NPC), the more patterns there are on the clothing worn by the NPC, the higher the level of sophistication.

[0065] The degree of sophistication can be regarded as the gorgeousness of the environmental virtual object. For example, if the environmental virtual object is a cloud, the gorgeousness of the cloud map is a harmonious combination of the saturation, contrast and clarity of the map. The gorgeousness of the cloud map can also be adjusted by the saturation and brightness of the pixel points of the map. The higher the gorgeousness, the more beautiful the intuitive feeling given to the player. The gorgeousness can also be evaluated by the effect of the form of the environmental virtual object. The more effects the form has, the higher the gorgeousness.

[0066] 2. The rarity of the first and second skins is different. The rarity of the first skin is lower than the rarity of the second skin, and the refinement of the first form is lower than the refinement of the second form.

[0067] Rarity can be considered as the difficulty of obtaining a skin. For example, in some games, colors corresponding to rarity are used, for example, white skin, blue skin, yellow skin, purple skin, orange skin, red skin, their rarity increases in this order, white skin and blue skin are skins provided to players by the game server for free, yellow skin and purple skin are obtained by players by collecting materials to upgrade the skin, orange skin and red skin can also be obtained by upgrading, but the upgrade failure rate is higher. Skins of any rarity can be purchased by charging.

[0068] In some games, rarity may be represented as N (Normal), R (Rare), SR (Super Rare), SSR (Superior Super Rare), UR&UTR (Ultra Rare).

[0069] 8 and 9, FIG. 8 shows that the environmental virtual object displays a first form corresponding to a first skin, and FIG. 9 shows that the environmental virtual object displays a second form corresponding to a second skin, where the first skin 801 worn by the first virtual object in FIG. 8 is less rare than the second skin 901 worn by the first virtual object in FIG. 9, and the first form 802 of the tree in FIG. 8 is less refined than the second form 902 of the tree in FIG. 9, i.e., the number of leaves on the tree of the first form 802 is less than the number of leaves on the tree of the second form 902.

[0070] 3. The first and second skin qualities are different. The skin quality of the first skin is lower than the skin quality of the second skin. The refinement of the first form is lower than the refinement of the second form.

[0071] Skin quality can be considered as the beauty of a skin, and in some games, skin quality is classified into free skin, companion skin, brave skin, epic skin, legendary skin, and collection skin, and the higher the skin quality, the more beautiful the skin is. In addition to them, there may be skin qualities such as limited skin, seasonal skin, etc.

[0072] In one embodiment, the higher the skin quality, the higher the sophistication of the form of the environmental virtual object; for example, if the environmental virtual object is a "pond", the quality of the Brave skin is lower than the quality of the Legend skin, and the sophistication of the form of the "pond" can be expressed by the number of lotus leaves and lotus plants in the pond, and the number of lotus leaves and lotus plants in the pond corresponding to the Brave skin is less than the number of lotus leaves and lotus plants in the pond corresponding to the Legend skin.

[0073] 4. The first skin and the second skin belong to different skin themes, the first skin belongs to a first skin theme, the second skin belongs to a second skin theme, the style of the first form corresponds to the first skin theme, and the style of the second form corresponds to the second skin theme.

[0074] In one embodiment, all skins under the same skin theme have the same story background, for example, all skins under the "Three Kingdoms" theme have "Three Kingdoms" elements, for example, "Guan Yu" skin has red face and beautiful beard element, "Zhang Fei" skin has full beard element, all skins under the "Christmas" theme have "Christmas" elements, one skin has Christmas tree element, another skin has Santa Claus element.

[0075] If the first skin belongs to the "Three Kingdoms" theme and the second skin belongs to the "Christmas" theme, the environmental virtual object is a "non-player character", the first form of the non-player character is a soldier wearing ancient clothes, and the second form of the non-player character is Santa Claus. That is, the style of the first form corresponds to the first skin theme, and the style of the second form corresponds to the second skin theme.

[0076] 5. The body parts of the first virtual object covered with the first skin and the second skin are different. The body part of the first virtual object covered with the first skin is a first body part, and the body part of the first virtual object covered with the second skin is a second body part, the first form includes a degree of elaboration of the first body part of the environmental virtual object being higher than a degree of elaboration of other body parts other than the first body part, and the second form includes a degree of elaboration of the second body part of the environmental virtual object being higher than a degree of elaboration of other body parts other than the second body part.

[0077] In one embodiment, the environmental virtual object has similar body parts to the first virtual object, for example, the first virtual object and the environmental virtual object are both pseudo character objects, and both body parts include a head, a body, and four limbs. The first skin and the second skin do not completely cover the body of the first virtual object, for example, the first skin is used to cover the head of the first virtual object, and the second skin is used to cover the body of the second virtual object, in which case the first form indicates that the head of the first virtual object is more detailed than the other body parts, and the second form indicates that the body of the environmental virtual object is more detailed than the other body parts.

[0078] In some games, a skin is an assembly of skin parts. For example, a complete skin includes a hat, a top, pants, accessories, etc. A first skin includes only the top, and a second skin includes only the pants, i.e., the first skin and the second skin are sub-skins of a complete skin.

[0079] In some games, the first and second skins are called "Hoshimoto skins" and are based on the original skins, with some changes to the original skin's appearance, such as replacing the hat parts of the original skin or replacing the jacket parts of the original skin.

[0080] 6. The first skin and the second skin have different skin parts. The first skin has a first skin part and the second skin has a second skin part, the first form includes the first skin part being displayed on an environmental virtual object, and the second form includes the second skin part being displayed on an environmental virtual object.

[0081] As an example, the first skin has a first skin part that the second skin does not have, and the second skin has a second skin part that the first skin does not have. Controlling an environmental virtual object to display a first form means displaying a first skin part on the environmental virtual object, and controlling an environmental virtual object to display a second form means displaying a second skin part on the environmental virtual object.

[0082] In one embodiment, the first skin has a skin part "hat" that the second skin does not have, and the second skin has a skin part "accessory ☆" that the first skin does not have, in this case, the first form indicates that the "hat" is displayed on the environmental virtual object, and the second form indicates that the "accessory ☆" is displayed on the environmental virtual object.

[0083] 7. The first skin and the second skin have different skin attributes. The first form includes that the environment virtual object has a display element corresponding to the skin attribute of the first skin, and the second form includes that the environment virtual object has a display element corresponding to the skin attribute of the second skin.

[0084] In one embodiment, the skin attributes include any of metal, wood, water, fire, earth, wind, lightning, and electricity. Illustratively, if a first skin has a water attribute and a second skin has a fire attribute, and the environmental virtual object is a "tree", the first form may be a tree filled with water mist and the second form may be a burning tree.

[0085] In one embodiment, the skin attribute includes any one of Blue Dragon, White Tiger, Vermilion Bird, and Black Tortoise. Illustratively, if the skin attribute of the first skin is Blue Dragon, the skin attribute of the second skin is Vermilion Bird, and the environmental virtual object is a "tree", the first form may be a tree representing the Blue Dragon totem, and the second form may be a tree representing the Vermilion Bird totem.

[0086] 8. The first skin and the second skin have different numbers of skin parts. The number of skin parts of the first skin is smaller than the number of skin parts of the second skin, the sophistication of the first form is lower than the sophistication of the second form, and / or the display time of the first form is shorter than the display time of the second form.

[0087] As an example, the first skin and the second skin having different numbers of skin parts means that the first skin and the second skin have the same skin parts but the numbers of skin parts are different.

[0088] For example, the first skin shows a long skirt set with five jewels and the second skin shows a long skirt set with eight jewels, the environmental virtual object is a "matchmaking tree" in the game, the matchmaking tree shown in the first form is less lush than the matchmaking tree shown in the second form, and / or the time that the first skin displays the first form of the matchmaking tree is shorter than the time that the second skin displays the second form of the matchmaking tree.

[0089] As described above, the above eight possible ways of "the first skin corresponds to the first form, and the second skin corresponds to the second form" set the corresponding relationship between different skins and different forms, and provide a new interaction way between the environmental virtual object and the first virtual object. The above eight possible ways of "the first skin corresponds to the first form, and the second skin corresponds to the second form" are merely illustrative examples, and the embodiments of the present application are not limited thereto.

[0090] It should be noted that the above-mentioned "first skin" and "second skin" are exchangeable in some embodiments, and when the "first skin" and the "second skin" are exchanged, the "first form" and the "second form" are also exchanged. For example, in case 1 of the above eight cases, if the "first skin" and the "second skin" are exchanged, the level of the first skin is higher than the level of the second skin, and the refinement of the first form is higher than the refinement of the second form. In case 2 of the above eight cases, if the "first skin" and the "second skin" are exchanged, the rarity of the first skin is higher than the rarity of the second skin, and the refinement of the first form is higher than the refinement of the second form. In case 3 of the above eight cases, if the "first skin" and the "second skin" are exchanged, the skin quality of the first skin is higher than the skin quality of the second skin, and the refinement of the first form is higher than the refinement of the second form. For case 8 of the above eight cases, if the "first skin" and the "second skin" are exchanged, the number of skin parts possessed by the first skin is greater than the number of skin parts possessed by the second skin, the degree of sophistication of the first form is greater than the degree of sophistication of the second form, and / or the display time of the first form is longer than the display time of the second form.

[0091] Since the first skin and second skin are diverse, the first form and second form are also diverse, and various forms can be realized by setting environmental virtual objects, thereby providing the virtual environment with a variety of scene elements and further improving the appearance of the entire virtual environment, thereby indirectly improving the fun and playability of the entire game.

[0092] Next, the contents of the background technology for explaining the process by which a computer system realizes "controlling an environmental virtual object and displaying a target form" will be described.

[0093] FIG. 10 shows a schematic diagram of an interaction process of a computer system according to an exemplary embodiment of the present application, the interaction process including steps 1001 to 1006.

[0094] Step 1001: A first client sends an interaction request between a first virtual object and an environment virtual object to a server, where the interaction request includes skin information of a target skin worn by the first virtual object.

[0095] The first client transmits to the server a request for interaction between the first virtual object and the environment virtual object in response to an interaction operation of the first virtual object with the environment virtual object.

[0096] In one embodiment, the environmental virtual object at an initial time displays an original form, the environmental virtual object displays a target form in response to an interaction operation of a first virtual object with the environmental virtual object, and then displays the original form in response to the display time of the target form reaching a threshold value until the next virtual object interacts with the environmental virtual object.

[0097] In one embodiment, an environmental virtual object at an initial time displays a first form, and the environmental virtual object displays a second form in response to an interaction operation of a first virtual object wearing a second skin with the environmental virtual object, and displays a third form when another virtual object wearing a third skin interacts with the environmental virtual object.

[0098] Step 1002: The server receives a request for interaction between a first virtual object and an environment virtual object sent by a first client.

[0099] The interaction request is generated based on an interaction operation of the first virtual object with respect to the environmental virtual object and skin information of a target skin worn by the first virtual object.

[0100] Step 1003: The server determines a target form corresponding to the skin information according to the skin information of the target skin.

[0101] The server obtains skin information of a target skin worn by the first virtual object in the interaction request, and determines a target form corresponding to the skin information according to the skin information of the target skin.

[0102] In one embodiment, the skin information includes at least one of a skin level of the target skin in a target skin series to which it belongs, where skins in the target skin series have the same basic skin style, a rarity of the target skin, a skin quality of the target skin, a skin theme of the target skin, a body part of the first virtual object covered by the target skin, skin parts that the target skin has, skin attributes that the target skin has, and a number of skin parts that the target skin has.

[0103] In this application, the target form refers to a form displayed by the environment virtual object that corresponds to the target skin worn by the first virtual object.

[0104] As an example, the server may store a correspondence relationship between skin information and a form, and from the correspondence relationship, a form corresponding to the skin information of the target skin may be searched for, and the searched form may be set as the target form.

[0105] Illustratively, the target skin includes a first skin or a second skin, the first skin and the second skin being skins of different levels in the same skin series, and the server determines the skin series to which the target skin belongs and the level of the target skin in the skin series, as well as the target form corresponding to the skin series and level.

[0106] Illustratively, the target skin includes a first skin or a second skin, the rarities of the first skin and the second skin are different, and the server determines the rarity of the target skin and a target form corresponding to the rarity.

[0107] Illustratively, the target skin includes a first skin or a second skin, where the skin qualities of the first skin and the second skin are different, and the server determines the skin quality of the target skin and a target form corresponding to the skin quality.

[0108] Illustratively, the target skin includes a first skin or a second skin, and the skin themes of the first skin and the second skin are different, and the server determines a skin theme of the target skin and a target form corresponding to the skin theme.

[0109] Illustratively, the target skin includes a first skin or a second skin, and the body parts of the first virtual object covered by the first skin and the second skin are different, and the server determines the body parts of the first virtual object covered by the target skin and target forms corresponding to the body parts.

[0110] Illustratively, the target skin includes a first skin or a second skin, and the first skin and the second skin have different skin parts, and the server determines the skin parts that the target skin has and the target form corresponding to the skin parts.

[0111] Exemplarily, the target skin includes a first skin or a second skin, and the skin attributes of the first skin and the second skin are different, and the server determines the skin attributes that the target skin has and the target form corresponding to the skin attributes.

[0112] Illustratively, the target skin includes a first skin or a second skin, and the first skin and the second skin have different numbers of skin parts, and the server determines the number of skin parts the target skin has and a target form corresponding to the number.

[0113] Step 1004: The server sends an instruction to the first client to display the target form.

[0114] The server transmits an instruction to the first client to control the environmental virtual object to display the target form.

[0115] Step 1005: The first client receives the instruction to display the target form sent by the server.

[0116] Step 1006: The first client controls the environmental virtual object to display the target form.

[0117] The first client selects a target shape from a preloaded shape library of the environmental virtual object and displays the target shape on the environmental virtual object. The shape library may be preloaded from the server before the current game is started, or may be downloaded from the server and stored locally when the first client is installed.

[0118] It should be noted that the target form in the embodiment of the method shown in FIG. 10 may be displayed only on a first client without being synchronously updated on other clients, or may be synchronously updated on all clients corresponding to all virtual objects present in the current virtual environment.

[0119] As described above, a method for the first client to display a target form is provided based on the interaction process between the first client and the server, and the corresponding process between the target skin and the target form is realized on the server side, thereby avoiding the player exploiting the vulnerability to allow the first client to display the target form even though the first virtual object does not wear the target skin, improving the fairness of the player's interaction, improving the player's interaction experience, and improving the interaction rate between the player and the virtual objects in the environment.

[0120] FIG. 11 shows a schematic diagram of an interaction process of a computer system according to another exemplary embodiment of the present application, the interaction process includes steps 1101 to 1112.

[0121] Step 1101: A first client determines that an environment virtual object is in an interaction waiting state.

[0122] The interacted state indicates that the environment virtual object is not currently interacting with the virtual object. The interacted state is also called the unused state. Every time the first client flushes the state of the environment virtual object, it must sync and update the flushed state to the server.

[0123] In response to receiving an interaction operation of the first virtual object with respect to the environment virtual object, the first client determines that the environment virtual object is currently in an interaction having state.

[0124] Step 1102: A first client sends an interaction request between a first virtual object and an environmental virtual object to a server, where the interaction request includes skin information of a target skin worn by the first virtual object.

[0125] The first client, in response to determining that the environment virtual object is currently waiting for interaction, sends a request to the server for interaction between the first virtual object and the environment virtual object.

[0126] Step 1103: The server receives a request for interaction between the first virtual object and the environment virtual object sent by the first client.

[0127] Step 1104: The server determines that the environment virtual object is in an interaction waiting state.

[0128] The server checks again whether the environment virtual object is in an interaction waiting state, and executes step 1105 if the environment virtual object is in an interaction waiting state.

[0129] Step 1105: The server determines a target form corresponding to the skin information based on the skin information of the target skin.

[0130] The server obtains skin information of a target skin worn by the first virtual object in the interaction request, and determines a target form corresponding to the skin information according to the skin information of the target skin.

[0131] Specifically, see step 1003 above.

[0132] Step 1106: The server sends an instruction to the first client to display the target form.

[0133] The server transmits an instruction to the first client to control the environmental virtual object to display the target form.

[0134] Step 1107: The first client receives the instruction sent by the server to display the target form.

[0135] Step 1108: The first client controls the environment virtual object to display the target form.

[0136] Optionally, the first client controls the environmental virtual object to display the goal form and updates the environmental virtual object to an interaction in progress state.

[0137] Step 1109: The first client refreshes the environment virtual object to a waiting-for-interaction state.

[0138] In one embodiment, the first client plays a first dynamic effect to display a transformation process in which the original form of the environmental virtual object switches to a target form, and then the target form switches to the original form. After the first dynamic effect finishes playing, the first client refreshes the environmental virtual object to a waiting-for-interaction state.

[0139] Step 1110: The first client sends a request to the server to refresh the environment virtual object to a waiting-for-interaction state.

[0140] Step 1111: The server receives a request sent by the first client to refresh the environment virtual object into an interaction waiting state.

[0141] Step 1112: The server refreshes the environment virtual object to a waiting-for-interaction state.

[0142] As described above, by setting the first client and the server to synchronously update the interaction state of the environmental virtual object, it is possible to ensure that the environmental virtual object only interacts with virtual objects controlled by one player at the same time, and further ensure that multiple clients display the target form synchronously, thereby avoiding display errors caused by multiple players controlling virtual objects at the same time and interacting with the same environmental virtual object, improving the accuracy of the display of the form of the environmental virtual object, improving the player's interaction experience, and improving the interaction rate between the player and the environmental virtual object.

[0143] In one embodiment, Fig. 12 shows a flowchart of a virtual environment-based interaction method according to an exemplary embodiment of the present application, and takes as an example the application of the method to the second terminal 160 (or a second client supporting the virtual environment operated on the second terminal 160) shown in Fig. 1. Here, the second client is a client for controlling a second virtual object, which is a virtual object other than the first virtual object in the virtual environment. The method includes steps 1220 and 1240.

[0144] Step 1220: Display the first virtual object and the environmental virtual object within the virtual environment.

[0145] The first virtual object refers to a movable object controlled by the first client in the virtual environment.

[0146] The environmental virtual objects refer to the scene elements that the virtual environment has. The scene elements are used to construct the scene of the virtual environment, for example, the scene elements include plants, animals, clouds, ponds, fishbowls, paintings, costumes, non-player characters, etc. in the virtual environment.

[0147] In one embodiment, a scene element may represent at least two forms, e.g., if the scene element is a "tree", the two forms of the "tree" are divided according to the number of leaves, e.g., if the scene element is a "fishbowl", the two forms of the "fishbowl" are divided according to the number of goldfish in the fishbowl, and e.g., if the scene element is a "flowering bush", the two forms of the "flowering bush" are divided according to the number of flowers in bloom in the bush.

[0148] In one embodiment, the second client displays the scene element in its original form, i.e., the environmental virtual object that displays the original form. The original form is the basic form that the environmental virtual object has. For example, if the scene element is a "tree", the original form is a "dead tree" with no leaves on the tree, for example, if the scene element is a "goldfish bowl", the original form is one with no goldfish in the goldfish bowl, for example, if the scene element is a "flowering bush", the original form is one with no flowers in the bush.

[0149] As an example, in addition to displaying the first virtual object and the environmental virtual object in the virtual environment, the second client may display a screen in which the first virtual object moves toward the environmental virtual object. In response to the first client controlling the first virtual object to move toward the environmental virtual object, the server synchronizes the movement operation to the second client, and the second client displays a screen in which the first virtual object moves toward the environmental virtual object.

[0150] Step 1240: The environmental virtual object is controlled to display a target form corresponding to the target skin worn by the first virtual object.

[0151] In the present application, the target form refers to a form displayed by the environmental virtual object that corresponds to a target skin worn by the first virtual object. Exemplarily, when the first virtual object wears the first skin, the second client controls the environmental virtual object to display a first form corresponding to the first skin, and when the first virtual object wears the second skin, the second client controls the environmental virtual object to display a second form corresponding to the second skin, where the first skin and the second skin are different skins, and the first form and the second form are different forms of the environmental virtual object.

[0152] In one embodiment, the environmental virtual object is a cloud, and the cloud is displayed as a highly transparent white map when the first virtual object is wearing the first skin, and is displayed as a less transparent golden map when the second virtual object is wearing the second skin, where the first skin and the second skin are different skins, and in particular, the first skin corresponds to the first form and the second skin corresponds to the second form, as will be described in detail in the above embodiment.

[0153] In one embodiment, the second client plays a first dynamic effect to display a form change process in which the original form of the environmental virtual object is switched to a target form, and then the target form is switched to the original form. For example, the scene element is a "tree", the original form is a "dead tree" with no leaves, and the second client switches the "dead tree" to a tree with a first degree of lushness and displays it, and then switches the tree with the first degree of lushness to the "dead tree" and displays it.

[0154] As described above, by displaying a target form corresponding to the target skin worn by the first virtual object on the environmental virtual object, a new interaction method between the environmental virtual object and the first virtual object is provided, in which the display form of the environmental virtual object is highly related to the skin worn by the first virtual object. This enriches the interaction method between the environmental virtual object and the first virtual object, improves the player's interaction experience, and increases the interaction rate between the player and the environmental virtual object.

[0155] In the related art, the interaction between the environmental virtual object and the first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree or the first virtual object forges a weapon in a forge, whereas in the related art, the interaction is performed only by the behavior that the first virtual object actively performs on the environmental virtual object. On the other hand, in the present application, the interaction between the first virtual object and the environmental virtual object is provided in a manner similar to "Easter eggs", where the environmental virtual object actively presents a target form to the first virtual object according to the target skin worn by the first virtual object. Apparently, the present application provides a new interaction method different from the related art.

[0156] FIG. 13 shows a schematic diagram of an interaction process of a computer system according to another exemplary embodiment of the present application, the interaction process includes steps 1301 to 1307-2.

[0157] Step 1301: A first client sends an interaction request between a first virtual object and an environment virtual object to a server, where the interaction request includes skin information of a target skin worn by the first virtual object.

[0158] The first client transmits to the server a request for interaction between the first virtual object and the environment virtual object in response to an interaction operation of the first virtual object with the environment virtual object.

[0159] In one embodiment, at an initial time, the environmental virtual object on the first client and the second client is displayed in an original form, and in response to an interaction operation of the first virtual object with the environmental virtual object, the environmental virtual object on the first client and the second client displays a target form, and then, in response to the display time of the target form reaching a threshold, is re-displayed in the original form until the next virtual object interacts with it.

[0160] In one embodiment, at an initial time, the environmental virtual object in the first client and the second client is in a first form, and the environmental virtual object in the first client and the second client displays a second form in response to an interaction operation of a first virtual object wearing a second skin with the environmental virtual object, and displays a third form when another virtual object wearing a third skin interacts with the environmental virtual object.

[0161] Step 1302: The server receives a request for interaction between a first virtual object and an environment virtual object sent by a first client.

[0162] The interaction request is generated based on an interaction operation of the first virtual object with respect to the environmental virtual object and skin information of a target skin worn by the first virtual object.

[0163] Step 1303: The server determines a target form corresponding to the skin information according to the skin information of the target skin.

[0164] The server obtains skin information of a target skin worn by the first virtual object in the interaction request, and determines a target form corresponding to the skin information according to the skin information of the target skin.

[0165] In particular, see the detailed description of step 1003 in the method embodiment shown in FIG. 10 above.

[0166] Step 1304: The server sends an instruction to the first client to display the target form.

[0167] Step 1305: The server sends an instruction to the second client to display the target form.

[0168] The order of execution of steps 1304 and 1305 may be such that steps 1304 and 1305 are executed simultaneously, that step 1305 is executed after step 1304, or that step 1305 is executed after step 1304.

[0169] Step 1306-1: The first client receives an instruction to display a target form sent by the server.

[0170] Step 1307-1: A first client controls an environmental virtual object to display a target form.

[0171] Step 1306-2: The second client receives the instruction sent by the server to display the target form.

[0172] Step 1307-2: The second client controls the environmental virtual object to display the target form.

[0173] As described above, a method is provided for the first client and the second client to display a target form through interactions between the first client, the second client, and the server. In addition, the process of matching the target skin and the target form is realized on the server side, thereby avoiding a player exploiting a vulnerability to allow the first client to display the target form even though the first virtual object is not wearing the target skin, or a player exploiting a vulnerability to refuse to allow the second client to display the target form even though the first virtual object is wearing the target skin, thereby improving the fairness of player interactions, improving the player's interaction experience, and improving the interaction rate between the player and virtual objects in the environment.

[0174] FIG. 14 shows a schematic diagram of an interaction process of a computer system according to another exemplary embodiment of the present application, the interaction process includes steps 1401 to 1416.

[0175] Step 1401: A first client determines that an environment virtual object is in an interaction state.

[0176] The interaction state indicates that the environment virtual object is not currently interacting with the virtual object. The interaction state is also called the unused state. Each time the state of the environment virtual object is flushed, the flushed state is updated synchronously to the first client, the server, and the second client.

[0177] In response to receiving an interaction operation between the first virtual object and the environmental virtual object, the first client determines that the environmental virtual object is currently in an interaction having state.

[0178] Step 1402: A first client sends an interaction request between a first virtual object and a second virtual object to a server, where the interaction request includes skin information of a target skin worn by the first virtual object.

[0179] The interaction request is generated based on an interaction operation of the first virtual object with the environmental virtual object and skin information of a target skin worn by the first virtual object.

[0180] Step 1403: The server receives a request for interaction between the first virtual object and the environment virtual object sent by the first client.

[0181] The interaction request is generated based on an interaction operation of the first virtual object with respect to the environmental virtual object and skin information of a target skin worn by the first virtual object.

[0182] Step 1404: The server determines that the environment virtual object is in a waiting for interaction state.

[0183] The server again checks whether the environment virtual object is in an interaction waiting state, and if the environment virtual object is in an interaction waiting state, executes step 1405 again.

[0184] Step 1405: The server determines a target form corresponding to the skin information based on the skin information of the target skin.

[0185] The server obtains skin information of a target skin worn by the first virtual object in the interaction request, and determines a target form corresponding to the skin information according to the skin information of the target skin.

[0186] In particular, see the detailed description of step 1003 in the method embodiment shown in FIG. 10 above.

[0187] Step 1406: The server sends an instruction to the first client to display the target form.

[0188] The server transmits an instruction to the first client to control the environmental virtual object to display the target form.

[0189] Step 1407: The server sends an instruction to the second client to display the target form.

[0190] The server transmits an instruction to the second client to control the environmental virtual object to display the target form.

[0191] The order of execution of steps 1406 and 1407 may be such that steps 1406 and 1407 are executed simultaneously, that step 1406 is executed after step 1407, or that step 1407 is executed after step 1406.

[0192] Step 1408-1: The first client receives an instruction to display a target form sent by the server.

[0193] Step 1409-1: A first client controls an environmental virtual object to display a target form.

[0194] Step 1408-2: The second client receives the command sent by the server to display the target form.

[0195] Step 1409-2: The second client controls the environmental virtual object to display the target form.

[0196] In one embodiment, the first client plays a first dynamic effect to display a transformation process in which the original form of the environmental virtual object switches to a target form, and then the target form switches to the original form. After the first dynamic effect finishes playing, the first client refreshes the environmental virtual object to a waiting-for-interaction state.

[0197] Step 1410: The first client refreshes the environment virtual object to a waiting-for-interaction state.

[0198] Step 1411: The first client sends a request to the server to refresh the environment virtual object to a waiting-for-interaction state.

[0199] Step 1412: The server receives a request sent by the first client to refresh the environment virtual object to a waiting-for-interaction state.

[0200] Step 1413: The server refreshes the environment virtual object to a waiting-for-interaction state.

[0201] Step 1414: The server sends an instruction to the second client to refresh the environment virtual object to a waiting-for-interaction state.

[0202] Step 1415: The second client receives the instruction sent by the server to refresh the environment virtual object to an interaction waiting state.

[0203] Step 1416: The second client refreshes the environment virtual object to a waiting-for-interaction state.

[0204] As described above, by setting the first client, the second client, and the server to synchronously update the interaction state of the environmental virtual object, it is possible to ensure that the environmental virtual object only interacts with virtual objects controlled by one player at the same time, and further ensure that multiple clients display the target form synchronously, thereby avoiding display errors caused by multiple players controlling virtual objects at the same time and interacting with the same environmental virtual object, increasing the accuracy of the display of the form of the environmental virtual object, improving the player's interaction experience, and increasing the interaction rate between the player and the environmental virtual object.

[0205] FIG. 15 shows a structural block diagram of a virtual environment-based interaction device according to an exemplary embodiment of the present application, the device comprising: a display module 1501 for displaying a first virtual object and an environment virtual object, which is a scene element of the virtual environment, in the virtual environment; and a control module 1502 for controlling the environmental virtual object in response to an interaction operation of the first virtual object with the environmental virtual object to display a target form corresponding to the target skin worn by the first virtual object.

[0206] In one optional embodiment, the control module 1502 is further used to control the environmental virtual object to display a first form corresponding to the first skin when the first virtual object is wearing the first skin.

[0207] In one optional embodiment, the control module 1502 is further used to control the environmental virtual object to display a second form corresponding to the second skin when the first virtual object is wearing a second skin.

[0208] In one optional embodiment, the first skin and the second skin are different skins and the first form and the second form are different forms of an environmental virtual object.

[0209] In one optional embodiment, the first skin and the second skin are skins of different levels belonging to the same skin series, where skins in the same skin series have the same basic skin style, the level of the first skin is lower than the level of the second skin, and the refinement of the first form is lower than the refinement of the second form.

[0210] In one optional embodiment, the first skin and the second skin have different rarities, the first skin being less rarity than the second skin, and the first form being less sophisticated than the second form.

[0211] In one optional embodiment, the skin quality of the first skin and the second skin are different: the skin quality of the first skin is lower than the skin quality of the second skin, and the refinement of the first morphology is lower than the refinement of the second morphology.

[0212] In one optional embodiment, the first skin and the second skin belong to different skin themes, the first skin belongs to the first skin theme, the second skin belongs to the second skin theme, the style of the first form corresponds to the first skin theme, and the style of the second form corresponds to the second skin theme.

[0213] In one optional embodiment, the body parts of the first virtual object covered with the first skin and the second skin are different. The body part of the first virtual object covered with the first skin is a first body part, and the body part of the first virtual object covered with the second skin is a second body part, the first form includes a degree of elaboration of the first body part of the environmental virtual object being higher than a degree of elaboration of other body parts other than the first body part, and the second form includes a degree of elaboration of the second body part of the environmental virtual object being higher than a degree of elaboration of other body parts other than the second body part.

[0214] In one optional embodiment, the first skin and the second skin have different skin parts, the first skin has a first skin part and the second skin has a second skin part, the first configuration includes the first skin part being displayed on an environmental virtual object, and the second configuration includes the second skin part being displayed on an environmental virtual object.

[0215] In one optional embodiment, the first skin and the second skin have different skin attributes, the first form including the environment virtual object having display elements corresponding to the skin attributes of the first skin, and the second form including the environment virtual object having display elements corresponding to the skin attributes of the second skin.

[0216] In one optional embodiment, the first skin and the second skin have a different number of skin parts, the first skin has fewer skin parts than the second skin, the first form has a lower sophistication than the second form, and / or the first form has a shorter display time than the second form.

[0217] In one optional embodiment, the environmental virtual object includes all or a portion of the environmental virtual object located within a reference distance range of the first virtual object, and the interaction operation acts on at least one environmental virtual object of all or a portion of the environmental virtual object, where the reference distance range corresponds to a target skin worn by the first virtual object.

[0218] In one optional embodiment, the display module 1501 is further used to display the environment virtual object in an original form, which is a basic form that the environment virtual object has.

[0219] In one optional embodiment, the control module 1502 is further used to display a shape change process in which an original shape of the environmental virtual object switches to a target shape by playing a first dynamic effect, and then the target shape switches back to the original shape.

[0220] In one optional embodiment, the control module 1502 is further used to send an interaction request between the first virtual object and the environmental virtual object to the server, where the interaction request includes skin information of a target skin worn by the first virtual object.

[0221] In one optional embodiment, the control module 1502 is further used to receive an instruction sent by a server to display the target configuration.

[0222] In one optional embodiment, the control module 1502 is further used to control the environmental virtual objects to display the goal configuration.

[0223] In one optional embodiment, the control module 1502 is further used to determine that the environmental virtual object is in a waiting for interaction state indicating that there is no current interaction with the virtual object.

[0224] In one optional embodiment, the control module 1502 is further used to refresh the environment virtual object to a waiting for interaction state indicating that the environment virtual object is not currently interacting with the virtual object.

[0225] In one optional embodiment, the control module 1502 is further used to send a request to the server to refresh the environment virtual objects to a waiting-for-interaction state.

[0226] As described above, by displaying a target form corresponding to the target skin worn by the first virtual object on the environmental virtual object, a new interaction method between the environmental virtual object and the first virtual object is provided, in which the display form of the environmental virtual object is highly related to the skin worn by the first virtual object. This enriches the interaction method between the environmental virtual object and the first virtual object, improves the player's interaction experience, and increases the interaction rate between the player and the environmental virtual object.

[0227] In the related art, the interaction between the environmental virtual object and the first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree or the first virtual object forges a weapon in a forge, whereas in the related art, the interaction is performed only by the behavior that the first virtual object actively performs on the environmental virtual object. On the other hand, in the present application, the interaction between the first virtual object and the environmental virtual object is provided in a manner similar to "Easter eggs", where the environmental virtual object actively presents a target form to the first virtual object according to the target skin worn by the first virtual object. Apparently, the present application provides a new interaction method different from the related art.

[0228] FIG. 16 shows a structural block diagram of a virtual environment-based interaction device according to an exemplary embodiment of the present application, the device comprising: A receiving module 1601 for receiving an interaction request between a first virtual object and an environmental virtual object sent by a first client, the interaction request including skin information of a target skin worn by the first virtual object; A determination module 1602 for determining a target form corresponding to the skin information based on the skin information of the target skin; a sending module 1603 for sending an instruction to display the target form to the first client; The first client is a client for controlling the first virtual object, and the environmental virtual object is a scene element that the virtual environment has.

[0229] In one optional embodiment, the skin information includes at least one of: a skin level of the target skin in a target skin series to which the target skin belongs, where the skins in the target skin series have the same basic skin style; a rarity of the target skin; a skin quality of the target skin; a skin theme of the target skin; a body part of the first virtual object covered by the target skin; a skin part that the target skin has; a skin attribute that the target skin has; and a number of skin parts that the target skin has. In one optional embodiment, the determining module 1602 is further used to determine that the environment virtual object is in an interaction waiting state indicating that the virtual object is not currently interacting with the virtual object.

[0230] In one optional embodiment, the receiving module 1601 is further used to receive a request sent by the first client to refresh the environment virtual object to a waiting for interaction state indicating that the environment virtual object is not currently interacting with the virtual object.

[0231] In one optional embodiment, the apparatus further includes a refresh module 1604 for refreshing the environment virtual objects to a waiting-for-interaction state.

[0232] In one optional embodiment, the sending module 1603 is further used for sending the command to display the target form to a second client, the second client being a client for controlling a second virtual object, which is any virtual object other than the first virtual object in the virtual environment.

[0233] In one optional embodiment, the sending module 1603 is further used for sending an instruction to a second client to refresh the environmental virtual object to a waiting-for-interaction state, the second client being a client for controlling a second virtual object, which is any virtual object other than the first virtual object in the virtual environment, and the waiting-for-interaction state indicating that the environmental virtual object is not currently interacting with the virtual object.

[0234] As described above, by displaying a target form corresponding to the target skin worn by the first virtual object on the environmental virtual object, a new interaction method between the environmental virtual object and the first virtual object is provided, in which the display form of the environmental virtual object is highly related to the skin worn by the first virtual object. This enriches the interaction method between the environmental virtual object and the first virtual object, improves the player's interaction experience, and increases the interaction rate between the player and the environmental virtual object.

[0235] In the related art, the interaction between the environmental virtual object and the first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree or the first virtual object forges a weapon in a forge, whereas in the related art, the interaction is performed only by the behavior that the first virtual object actively performs on the environmental virtual object. On the other hand, in the present application, the interaction between the first virtual object and the environmental virtual object is provided in a manner similar to "Easter eggs", where the environmental virtual object actively presents a target form to the first virtual object according to the target skin worn by the first virtual object. Apparently, the present application provides a new interaction method different from the related art.

[0236] FIG. 17 shows a structural block diagram of a virtual environment-based interaction device according to an exemplary embodiment of the present application, the device comprising: a display module 1701 for displaying a first virtual object and an environment virtual object, which is a scene element of the virtual environment, in the virtual environment; and a control module 1702 for controlling the environmental virtual object to display a target form corresponding to the target skin worn by the first virtual object.

[0237] In one optional embodiment, the display module 1701 is further used to display an image of the first virtual object moving towards the environmental virtual object.

[0238] In one optional embodiment, the control module 1702 is further used to control the environmental virtual object to display a first form corresponding to the first skin when the first virtual object is wearing the first skin.

[0239] In one optional embodiment, the control module 1702 is further used to control the environmental virtual object to display a second form corresponding to the second skin when the first virtual object is wearing a second skin.

[0240] Here, the first skin and the second skin are different skins, and the first form and the second form are different forms of the environmental virtual object.

[0241] In one optional embodiment, the display module 1701 is further used to display the environment virtual object in an original form, which is a basic form that the environment virtual object has.

[0242] In one optional embodiment, the control module 1702 is further used to display a shape change process in which an original shape of the environmental virtual object switches to a target shape by playing a first dynamic effect, and then the target shape switches back to the original shape.

[0243] In one optional embodiment, the control module 1702 is further used to receive an instruction sent by a server to display the target configuration.

[0244] In one optional embodiment, the control module 1702 is further used to control the environmental virtual objects to display the goal configuration.

[0245] In one optional embodiment, the control module 1702 is further used to receive instructions sent by the server to refresh the environment virtual objects to a waiting-for-interaction state.

[0246] In one optional embodiment, the control module 1702 is further used to refresh the environment virtual object to a waiting for interaction state indicating that the environment virtual object is not currently interacting with the virtual object.

[0247] As described above, by displaying a target form corresponding to the target skin worn by the first virtual object on the environmental virtual object, a new interaction method between the environmental virtual object and the first virtual object is provided, in which the display form of the environmental virtual object is highly related to the skin worn by the first virtual object. This enriches the interaction method between the environmental virtual object and the first virtual object, improves the player's interaction experience, and increases the interaction rate between the player and the environmental virtual object.

[0248] In the related art, the interaction between the environmental virtual object and the first virtual object is determined based on the behavior of the first virtual object, for example, the first virtual object picks fruit from a tree or the first virtual object forges a weapon in a forge, whereas in the related art, the interaction is performed only by the behavior that the first virtual object actively performs on the environmental virtual object. On the other hand, in the present application, the interaction between the first virtual object and the environmental virtual object is provided in a manner similar to "Easter eggs", where the environmental virtual object actively presents a target form to the first virtual object according to the target skin worn by the first virtual object. Apparently, the present application provides a new interaction method different from the related art.

[0249] 18 shows a structural block diagram of a computing device 1800 according to an exemplary embodiment of the present application. The computing device 1800 may be a portable mobile terminal such as a smartphone, a tablet, an MP3 player, an MP4 player, a notebook computer, or a desktop computer. The computing device 1800 may be called a user device, a mobile terminal, a laptop terminal, a desktop terminal, or other names.

[0250] Typically, the computing device 1800 includes a processor 1801 and a memory 1802 .

[0251] The processor 1801 may include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1801 may be implemented in at least one hardware form of a digital signal processing (DSP), a field-programmable gate array (FPGA), or a programmable logic array (PLA). The processor 1801 may include a main processor and a co-processor, where the main processor is a processor for processing data in a wake-up state, also called a central processing unit (CPU), and the co-processor is a low-power processor for processing data in a standby state. In some embodiments, the processor 1801 may be integrated with a graphics processing unit (GPU) responsible for rendering and drawing content that needs to be displayed by a display. In some embodiments, the processor 1801 may also include an artificial intelligence (AI) processor for processing computational operations related to machine learning.

[0252] The memory 1802 may include one or more computer-readable storage media, which may be non-transitory. The memory 1802 may also include high-speed random access memory and non-volatile memory, such as one or more magnetic disk storage devices, flash storage devices, etc. In some embodiments, the non-transitory computer-readable storage media of the memory 1802 is used to store at least one instruction for execution by the processor 1801 to implement a virtual environment based interaction method according to an embodiment of the method of the present application.

[0253] In some embodiments, computing device 1800 may optionally include a display 1805 .

[0254] The display 1805 is for displaying a UI. The UI may include graphics, text, icons, videos, and any combination thereof. If the display 1805 is a touch display, the display 1805 also has the ability to collect touch signals on or at the surface of the display 1805. The touch signals may be input to the processor 1801 as control signals for processing. In this case, the display 1805 may also be used to provide virtual buttons and / or virtual keyboards, also referred to as soft buttons and / or soft keyboards. In some embodiments, the display 1805 may be a flexible display disposed on a curved surface or a folded surface of the computing device 1800. Furthermore, the display 1805 may be an irregular shape that is not rectangular, i.e., an irregularly shaped screen. The display 1805 may be manufactured using materials such as a Liquid Crystal Display (LCD), an Organic Light-Emitting Diode (OLED), and the like. As an example, the first virtual object, the environmental virtual object, and the like are displayed on the display 1805.

[0255] Those skilled in the art will appreciate that the structure shown in FIG. 18 is not intended to limit the computing device 1800, and that the computing device 1800 may include more or fewer components than those shown, combine some components, or have different component arrangements.

[0256] The present application also provides a computer readable storage medium storing at least one instruction, at least one program, code set or instruction set, which, when loaded and executed by a processor, realises a method for interaction based on a virtual environment according to an embodiment of the method described above.

[0257] The present application provides a computer program product or computer program comprising computer instructions stored in a computer readable storage medium, the computer instructions being read by a processor of the computing device from the computer readable storage medium and executed by the processor to cause the computing device to perform a method for interaction based on a virtual environment according to the method embodiment described above.

[0258] Those skilled in the art will understand that all or part of the steps for implementing the above embodiments may be performed by hardware, or may be instructed to execute relevant hardware by a program, and the program may be stored in a computer-readable storage medium, and the above-mentioned storage medium may be a read-only memory, a magnetic disk, an optical disk, etc.

[0259] The above are merely arbitrary embodiments of the present application, and do not limit the present application. Any modifications, equivalent replacements, improvements, etc. made within the scope of the principles of the present application shall be included in the scope of protection of the present application.

Claims

1. A method of interaction based on a virtual environment executed by a first client, the first client being a client for controlling a first virtual object, displaying the first virtual object and an environmental virtual object in the virtual environment, the environmental virtual object being a scene element of the virtual environment; and controlling the environmental virtual object to display a target form in response to an interaction operation of the first virtual object with the environmental virtual object, the target form corresponding to a target skin worn by the first virtual object.

2. The step of controlling the environmental virtual object to display a target form includes: If the first virtual object is wearing a first skin, controlling the environmental virtual object to display a first form corresponding to the first skin; and if the first virtual object is wearing a second skin, controlling the environmental virtual object to display a second form corresponding to the second skin; The method of claim 1 , wherein the first skin and the second skin are different skins and the first form and the second form are different forms of the environmental virtual object.

3. The first skin and the second skin are skins of different levels belonging to a same skin series, and the skins in the same skin series have the same basic skin style; the level of the first skin is lower than the level of the second skin; The method of claim 2 , wherein the first form has a degree of refinement that is less than the second form.

4. The first skin and the second skin have different rarities; The rarity of the first skin is lower than the rarity of the second skin; The method of claim 2 , wherein the first form has a degree of refinement that is less than the second form.

5. the first skin and the second skin have different skin qualities; a skin quality of the first skin is lower than a skin quality of the second skin; The method of claim 2 , wherein the first form has a degree of refinement that is less than the second form.

6. 3. The method of claim 2, wherein the first skin and the second skin belong to different skin themes, the first skin belongs to a first skin theme and the second skin belongs to a second skin theme, a style of the first form corresponds to the first skin theme and a style of the second form corresponds to the second skin theme.

7. a body part of the first virtual object covered by the first skin and a body part of the first virtual object covered by the second skin are different, the body part of the first virtual object covered by the first skin is a first body part, and the body part of the first virtual object covered by the second skin is a second body part; The method of claim 2, wherein the first form includes a degree of sophistication of a first body part of the environmental virtual object being higher than a degree of sophistication of other body parts other than the first body part, and the second form includes a degree of sophistication of a second body part of the environmental virtual object being higher than a degree of sophistication of other body parts other than the second body part.

8. The first skin and the second skin have different skin parts, the first skin has a first skin part, and the second skin has a second skin part; 3. The method of claim 2, wherein the first configuration includes the first skin part being displayed on the environment virtual object, and the second configuration includes the second skin part being displayed on the environment virtual object.

9. the first skin and the second skin have different skin attributes; 3. The method of claim 2, wherein the first configuration includes the environment virtual object having display elements that correspond to skin attributes of the first skin, and the second configuration includes the environment virtual object having display elements that correspond to skin attributes of the second skin.

10. The first skin and the second skin have different numbers of skin parts, The number of skin parts of the first skin is less than the number of skin parts of the second skin, The method of claim 2 , wherein a degree of elaboration of the first form is less than a degree of elaboration of the second form and / or a display time of the first form is less than a display time of the second form.

11. The environmental virtual object includes all or a part of an environmental virtual object located within a reference distance range of the first virtual object, and the interaction operation acts on at least one environmental virtual object among all or a part of the environmental virtual objects, The method of claim 1 , wherein the reference distance range corresponds to a target skin worn by the first virtual object.

12. The method for displaying an environmental virtual object includes: The method of claim 1 , comprising displaying an environmental virtual object in an original form, the original form being a base form possessed by the environmental virtual object.

13. The step of controlling the environmental virtual object to display a target form includes: The method of claim 1 , comprising: displaying a form change process in which an original form of the environmental virtual object switches to the target form and the target form switches back to the original form by playing a first dynamic effect.

14. The step of controlling the environmental virtual object to display a target form includes: sending a request for interaction between the first virtual object and the environmental virtual object to a server, the request for interaction including skin information of a target skin worn by the first virtual object; receiving an instruction sent by the server to display the target configuration; and controlling the environmental virtual object to display the goal configuration.

15. 15. The method of claim 14, further comprising determining that the environmental virtual object is in a waiting for interaction state, the waiting for interaction state indicating that the environmental virtual object is not currently interacting with the environmental virtual object.

16. refreshing the environment virtual object to a waiting-for-interaction state, the waiting-for-interaction state indicating that the environment virtual object is not currently interacting with the environment virtual object; The method of claim 14 , further comprising: sending a request to the server to refresh the environment virtual objects to the interaction waiting state.

17. A method of interaction based on a virtual environment executed by a server, comprising: receiving an interaction request between a first virtual object and an environmental virtual object sent by a first client, the interaction request including skin information of a target skin worn by the first virtual object; determining a target form corresponding to the skin information based on the skin information of the target skin; sending an instruction to the first client to display the target form; An interaction method, wherein the first client is a client for controlling the first virtual object, and the environmental virtual object is a scene element that the virtual environment has.

18. A method of interaction based on a virtual environment executed by a second client, comprising: Displaying a first virtual object and an environmental virtual object in the virtual environment, the environmental virtual object being a scene element of the virtual environment; and controlling the environmental virtual object to display a target form, the target form corresponding to a target skin worn by the first virtual object; The interaction method, wherein the second client is a client for controlling a second virtual object, the second virtual object being any virtual object other than the first virtual object in the virtual environment.

19. A virtual environment based interaction device, comprising: A display module for displaying a first virtual object and an environmental virtual object in the virtual environment, the environmental virtual object being a scene element of the virtual environment; and a control module for controlling the environmental virtual object to display a target form in response to an interaction operation of the first virtual object on the environmental virtual object, the target form corresponding to a target skin worn by the first virtual object.

20. 1. A computer device comprising: A computer device comprising: a processor; and a memory storing a computer program which, when loaded and executed by the processor, causes the computer device to implement a virtual environment-based interaction method according to any one of claims 1 to 18.

21. A computer program comprising: A computer program product for implementing the method for interaction based on a virtual environment according to any one of claims 1 to 18.

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