Information Presentation Method, Apparatus, Program, and Electronic Device

The information presentation method in virtual games addresses the inefficiency in material sharing by using object presentation information generated from control operations in the game, improving both efficiency and player experience.

JP2025516269AActive Publication Date: 2025-05-27TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
JP2024564584
Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
Priority Date
2022-08-22
Filing Date
2023-07-03
Publication Date
2025-05-27
Estimated Expiration
2043-07-03

AI Technical Summary

Technical Problem

In virtual games, players face challenges in efficiently finding and sharing information about materials needed by teammates, leading to low prompting efficiency and a poor game experience.

Method used

An information presentation method that displays a virtual scene with multiple virtual characters, where a control operation by one virtual character triggers an interaction function for a virtual object, generating object presentation information to indicate interaction with the object, thus automating the sharing of material locations.

Benefits of technology

This method reduces the player's operational burden, accelerates information transmission within the group, and enhances the material search process in games, thereby improving information presentation efficiency.

✦ Generated by Eureka AI based on patent content.

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Abstract

The present application discloses an information presentation method, an apparatus, a storage medium, and an electronic device. The method includes the steps of: displaying at least a part of a virtual scene, the virtual scene including a first virtual character and a second virtual character; receiving a control operation on the first virtual character, and triggering an interaction function corresponding to a pending virtual object in the virtual scene by the control operation; and generating object presentation information in response to the interaction function, the object presentation information being used to present that the second virtual character interacts with the pending virtual object. The present application has solved the technical problem of relatively low information presentation efficiency.
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Description

Technical Field

[0001] This application relates to the field of computers, and more specifically, to information presentation technology.

[0002] This application claims the priority of a Chinese patent application filed with the China National Intellectual Property Administration on August 22, 2022, with the application number 202211009642.9 and the application title "Information Presentation Method, Device, Storage Medium, and Electronic Device", the entire content of which is incorporated herein by reference.

Background Art

[0003] With the rapid development of virtual games, the types of games are increasing. In some game scenes, players need to find and pick up various materials and use these picked-up materials to complete game tasks. In virtual games that are completed through cooperation among multiple players, when it comes to the material exploration scene, the cooperative exploration of materials can often be carried out in a way that involves multiple players cooperating.

[0004] Under normal circumstances, after a player knows the materials needed by a teammate, relying on memory, the player recalls the materials needed by the teammate and pays attention. When encountering the required materials, the player can convey the location of the materials to the teammate, either verbally tell the teammate their current position or use the marking function provided in the game to mark the materials for the teammate, thereby prompting the teammate to obtain the above-mentioned materials.

[0005] However, the above method requires the player to rely on memory and pay attention, which may disperse part of the player's energy, thus affecting the player's game experience and reducing the efficiency to a certain extent. After exploring and finding materials, relatively complex operations are required to prompt the teammate, and the prompting efficiency is relatively low, which is disadvantageous for virtual games in the above exploration scene. That is, the above method has the problems of relatively low prompting efficiency and relatively poor game experience.

Summary of the Invention

Problems to be Solved by the Invention

[0006] Embodiments of the present application provide an information presentation method, apparatus, storage medium, and electronic device, and at least solve the technical problem of relatively low information presentation efficiency.

Means for Solving the Problems

[0007] According to one aspect of the embodiments of the present application, an information presentation method is provided, which is executed by an electronic device, displaying at least a part of a virtual scene, where the virtual scene includes a first virtual character and a second virtual character, receiving a control operation for the first virtual character, and triggering an interaction function corresponding to a virtual object waiting for processing in the virtual scene by the control operation, generating object presentation information in response to the interaction function, where the object presentation information is used to present that the second virtual character interacts with the virtual object waiting for processing.

[0008] According to another aspect of the embodiments of the present application, an information presentation apparatus is further provided, which is mounted on an electronic device, a first display unit used to display at least a part of a virtual scene, where the virtual scene includes a first virtual character and a second virtual character, A second display unit that receives a control operation for the first virtual character, triggers an interaction function corresponding to a virtual object waiting for processing in the virtual scene according to the control operation, and is used to generate object presentation information in response to the interaction function, where the object presentation information is used to present that the second virtual character interacts with the virtual object waiting for processing, and a second display unit.

[0009] According to still another aspect of the embodiments of the present application, a computer-readable storage medium is provided, the computer-readable storage medium includes a stored computer program, and the computer program can execute the above information presentation method when operated on an electronic device.

[0010] According to still another aspect of the embodiments of the present application, a computer program product is provided, the computer program product includes a computer program, and the computer program is stored in a computer-readable storage medium. A processor of an electronic device reads the computer program from the computer-readable storage medium, and the processor executes the computer program to cause the electronic device to execute the above information presentation method.

[0011] According to still another aspect of the embodiments of the present application, an electronic device is further provided, including a memory, a processor, and a computer program stored on the memory and operable on the processor, and the processor executes the above information presentation method according to the computer program.

Advantages of the Invention

[0012] In an embodiment of the present application, at least a part of a virtual scene is displayed. The virtual scene includes a first virtual character and a second virtual character. A control operation for the first virtual character is received, and the control operation triggers an interaction function corresponding to a virtual object waiting to be processed in the virtual scene. In response to the interaction function, object presentation information is generated. The object presentation information indicates that the second virtual character interacts with the virtual object waiting to be processed. By replacing the manual marking of materials by the virtual character with the automatic triggering of the marking of the object by the system based on the player's control operation, the player does not need to manually mark and remember the position of the object, reducing the hurdle of player operation, accelerating the information transmission speed within the group, and promoting the process of searching for materials in the game. Thereby, the technical effect of improving the information presentation efficiency is realized, and further the technical problem of relatively low information presentation efficiency is solved.

[0013] The drawings described herein are for providing a further understanding of the present application, constitute a part of the present application, and the exemplary embodiments and their descriptions of the present application are used to interpret the present application and do not constitute an inappropriate limitation of the present application. In the drawings,

Brief Description of the Drawings

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Embodiments for Carrying Out the Invention

[0015] To enable those skilled in the art to better understand the technical means of this application, the following will clearly and completely describe the technical solutions in the embodiments of this application in conjunction with the drawings in the embodiments of this application. Obviously, the described embodiments are only part of the embodiments of this application, not all of them. Based on the embodiments of this application, all other embodiments obtained by those skilled in the art without creative labor should belong to the protection scope of this application.

[0016] It should be noted that in the specification, claims, and the above drawings of this application, terms such as "first", "second", etc. are used to distinguish similar objects and are not necessarily used to describe a specific order or priority. It should be understood that data used in this way can be exchanged when appropriate, enabling the embodiments of this application described herein to be implemented in an order other than the illustrated order or the described order. Also, the terms "comprising", "having", and any variations thereof are intended to cover non-exclusive inclusions. For example, a process, method, system, product, or device comprising a series of steps or units is not necessarily limited to those steps or units clearly shown, and may include other steps or units not clearly shown or specific to these processes, methods, products, or devices.

[0017] The technical means provided by the embodiments of this application relate to technologies such as computer vision technology of artificial intelligence, and are specifically described by the following embodiments.

[0018] According to one aspect of the embodiments of this application, an information presentation method is provided. As an alternative embodiment, the above information presentation method can be applied to the environment shown in FIG. 1, but is not limited thereto. Here, it can include, but is not limited to, the user device 102 and the server 112. The user device 102 can include, but is not limited to, a display 104, a processor 106, and a memory 108. The server 112 includes a database 114 and a processing engine 116.

[0019] The specific process is as follows: S102: The user device 102 obtains the distance information of the virtual object 1004 from the client corresponding to the first virtual character 1002. S104 - S106: The network 110 transmits the obtained distance information of the virtual object 1004 to the server 112. S108: The server 112 determines the virtual object to be processed by the processing engine 116 and further obtains the position information of the virtual object to be processed. S110 - S112: The network 110 transmits the position information of the virtual object to be processed to the user device 102. The user device 102 determines the corresponding presentation identifier 118 using the position information by the processor 106, and displays the presentation identifier on the display 104, and stores the above position information in the memory 108. S114: The user device 102 transmits the presentation identifier 118 of the position information to the client corresponding to the second virtual character 120.

[0020] In addition to the example shown in FIG. 1, the above steps can be completed independently by the client or the server, or can be completed jointly by the client and the server. That is, the electronic device that executes the method provided by the embodiments of the present application may be a client and / or a server. For example, the user device 102 executes steps such as S108 above, thereby reducing the processing load of the server 112. The user device 102 includes, but is not limited to, a handheld device (such as a mobile phone), a notebook computer, a desktop computer, an in-vehicle device, etc. The present application does not limit the specific implementation manner of the user device 102.

[0021] As an alternative embodiment, as shown in FIG. 2, the information presentation method includes the following steps: S202: Display at least a part of the virtual scene, where the virtual scene includes a first virtual character and a second virtual character. S204: Receive a control operation for the first virtual character, trigger an interaction function corresponding to the virtual object waiting for processing in the virtual scene by the control operation, S206: In response to the interaction function, generate object presentation information, and the object presentation information is used to present that the second virtual character interacts with the virtual object waiting for processing.

[0022] In a possible implementation, in this embodiment, the above information presentation method can be applied to the scene of a shooting game, but is not limited thereto. The shooting game application may be a third-person shooting game (abbreviated as TPS) application. For example, the shooting game application operates from the perspective of a third-party character object other than the virtual character currently controlled by the player. Further, it may be a first-person shooting game (FPS) application. For example, the shooting game application operates from the perspective of the virtual character currently controlled by the player. In current games, when players form a team to play the game, in the group, every time they help find the required supplies of another player, they need to rely on memory to remember the required supplies of other team members. When encountering the required supplies, they need to have a certain dedicated spirit, that is, spend a certain amount of time and energy to mark the supplies and transmit them to the team members to help the team members obtain the supplies. However, such a method that requires the player to manually trigger disperses the player's energy and affects the player's own movement efficiency, so in a team game, the willingness of team members to help each other find supplies is relatively reduced, and the interaction efficiency among team members within the team is relatively reduced. This embodiment adopts an automated execution method, and the player does not need to perform extra operations, and can realize the operation of helping team members find supplies as long as the control operation conditions are met. Also, since the control operation is an operation that the player needs to perform in the scene of a shooting game, the player does not need to perform certain dedicated operations, and can realize the purpose of automatically helping team members just by performing normal control operations, improve the efficiency of the accumulation of equipment and items within the group without requiring additional energy, and improve the team game experience.

[0023] In a possible implementation, what is displayed in S202 may be the entire virtual scene or a part rather than the whole of the virtual scene. In the virtual scene, a first virtual character and a second virtual character may be included, and the two virtual characters can be displayed simultaneously, but it is not limited thereto, and the first virtual character or the second virtual character may be displayed.

[0024] In a possible implementation, in this embodiment, the first virtual character in S202 may be a virtual character controlled by a player in the virtual scene, but it is not limited thereto. The second virtual character may be another virtual character controlled by a player in the virtual scene, but it is not limited thereto. The first virtual character and the second virtual character are different virtual characters.

[0025] Understandably, when the virtual scene is a virtual scene of a battle game, the virtual characters in the virtual scene can be divided into at least two camps. Usually, if a certain player wants to help another player find a virtual object (for example, supplies), these two players are usually in a teammate relationship. Correspondingly, the first virtual character and the second virtual character corresponding to the two players are in the same camp.

[0026] In a possible implementation, when entering the game, the virtual scene where the first virtual character and the second virtual character are located may be displayed on any client participating in the game. In the embodiments of the present application, the clients participating in the game respectively correspond to the first virtual character and the second virtual character. In this case, the above virtual scene may be displayed on the client corresponding to the first virtual character or on the client corresponding to the second virtual character. The embodiments of the present application do not limit the client that displays the above virtual scene.

[0027] In a possible implementation, in this embodiment, the control operation in S204 may be, but is not limited to, a control operation that the player must perform in the game, such as a movement operation. The movement operation is an operation of controlling and moving a virtual character that the player must perform in the game, and the movement of the virtual character may be, for example, walking, running, crawling, etc. The virtual object waiting for processing may be a virtual object with which the second virtual character needs to interact, or may be a material commonly used in the game, or a non-displayed material, but is not limited thereto, and may include vehicles, attack items, treatment items, accessories on items, non-player characters (NPCs), etc., but is not limited thereto. The interaction function may refer to the function of interacting with the object waiting for processing. The interaction function here may mainly refer to the sharing function, and the embodiments of the present application will mainly introduce the sharing function as an example. Of course, it may also refer to other functions of interacting with the object waiting for processing, and the embodiments of the present application do not limit this. The sharing function may include, but is not limited to, the permission to share the material itself and the permission to share the material given to the game. For example, the material itself has a halo within a certain area range, and when the first virtual character triggers the halo by a control operation, the information of the material is directly shared with the second virtual character. Such an automatic sharing function is only related to the material itself. Also, the material may be, for example, a treasure chest, and when the first virtual character moves in front of the treasure chest and opens it, it can be shared with the second virtual character. Such a sharing function is given to the material by the game and needs to meet certain conditions to be shared. The object presentation information is used to present that the second virtual character obtains the target virtual object, and can be displayed in ways such as a minimap, a position label, footprints, etc., but is not limited thereto, and can display the location information, damage status, skin level, etc. of the virtual object waiting for processing, but is not limited thereto.

[0028] In S206, the object presentation information is used to present that the second virtual character interacts with the virtual object waiting for processing. The interaction here may be any operation that the second virtual character performs on the virtual object waiting for processing. For example, it may be the acquisition of the virtual object waiting for processing, the use of the virtual object waiting for processing, or the giving of the virtual object waiting for processing to other virtual characters. The embodiments of the present application do not limit what kind of interaction the second virtual character and the virtual object waiting for processing perform.

[0029] After the step of generating the object presentation information, the player corresponding to the second virtual character can view the object presentation information and display the object presentation information in order to interact with the virtual object waiting for processing.

[0030] As an understandable point, in the embodiments of the present application, an example is given in which the first virtual character triggers the interaction function by a control operation, thereby helping the second virtual character to acquire the virtual object waiting for processing. Therefore, in order for the second virtual character to interact with the virtual object waiting for processing in a timely manner, the method of displaying the object presentation information may be to display the object presentation information on the client corresponding to the second virtual character. In addition to this, the object presentation information may also be displayed on other clients participating in the game.

[0031] The points that need to be explained are that the control operations are operations that players must perform in various games. These control operations can trigger the sharing function for the virtual objects waiting for processing in some cases, thereby directly displaying the object presentation information and indicating that the second virtual character can interact with the virtual objects waiting for processing. The control operations are operations that players must perform to control virtual characters and play games in the game. No other additional operations are introduced. Also, after triggering the sharing function, the object presentation information can be directly displayed, so players do not need to operate manually. Therefore, this application can realize an automatic interaction function. The material marking method provided by the related technology cannot be triggered for the player who discovers the material to spontaneously share the position of the material with other team members in the group without manual operation. This embodiment takes into account that the above material marking method has a certain operation hurdle and that novice players need to understand the operation method in advance to trigger the marking of materials. This embodiment enables players to complete the sharing of materials through control operations, that is, simple control at will, bringing benefits to team members, reducing the operation hurdle, and improving the error tolerance rate of the game.

[0032] To further illustrate with an example, for instance, as shown in (a) of FIG. 3, the first virtual character 302 moves to the airdrop position. At this time, the center of gravity of the airdrop becomes the center of the circle, and a light ring in the circular area is displayed. When the first virtual character 302 moves into the airdrop light ring, the automatic interaction function corresponding to the virtual objects waiting for processing 304 including the medical kit and level 3 armor in the virtual scene is automatically triggered. For example, as shown in (b) of FIG. 3, the object presentation information 308 is displayed on the client corresponding to the second virtual character 306.

[0033] To explain further with examples, for instance, as shown in (a) of FIG. 4, when the first virtual character 402 moves to a position in a certain virtual scene and discovers that there are virtual objects 404 waiting for processing such as bandages, level 2 armor, automobiles, etc. in the virtual scene, the automatic interaction function of the virtual objects waiting for processing in the virtual scene is automatically triggered. For example, as shown in (b) of FIG. 4, object presentation information 408 is displayed on the client corresponding to the second virtual character 406.

[0034] In a possible implementation form, in this embodiment, after the first virtual character triggers the automatic interaction function corresponding to the virtual object waiting for processing in the virtual scene through a control operation, information such as position information, damage status, skin level, etc. can be displayed on the clients corresponding to a plurality of virtual characters, but it is not limited thereto. If the second virtual character interacts with the virtual object waiting for processing to obtain the virtual object waiting for processing for the second virtual character, after the second virtual character arrives at the position of the virtual object waiting for processing and obtains some of the virtual objects waiting for processing, the state of the virtual object waiting for processing is updated for other virtual character objects. The state of the virtual object waiting for processing can include information about the remaining virtual objects waiting for processing, information corresponding to the virtual objects waiting for processing that have already been obtained, and the handle name of the virtual character that has obtained the virtual object waiting for processing, but it is not limited to these.

[0035] In a possible implementation, in this embodiment, after the first virtual character triggers the automatic interaction function corresponding to the virtual object waiting for processing in the virtual scene through a control operation, data such as the position information data, damage status data, and skin level data of the virtual object waiting for processing can be stored in the form of creating a virtual memory, but it is not limited thereto. After the second virtual character arrives at the position of the virtual object waiting for processing and obtains some of the virtual objects waiting for processing, the data of the virtual object waiting for processing in the virtual memory is updated, and the updated data is fed back to other virtual characters. After all the virtual objects waiting for processing have been obtained, the virtual memory is released, and information indicating that all the virtual objects waiting for processing have already been obtained is fed back to other virtual characters.

[0036] As a point that needs to be explained, when multiple players form a team to play a game, after the first virtual character triggers the automatic interaction function, both the second virtual character and the third virtual character will arrive at the location where the virtual object waiting for processing is located based on the position information, and there is a chance to obtain the virtual object waiting for processing. However, when the third virtual character arrives at that position preferentially and interacts with the virtual object waiting for processing, since the second virtual character is unaware that the third virtual character has already interacted with the virtual object waiting for processing, this embodiment takes into account that the second virtual character will still continue to move to the location where the virtual object is located. Based on this, in order to avoid the problem that the above situation causes waste of time and energy for the second virtual character, leads to competition among players in the same camp, and reduces the experience of the team game, this embodiment adds a virtual cache memory in the computer program, and when a virtual character obtains a virtual object waiting for processing, this information is updated to other virtual characters. Thereby, the competition relationship among players in the same camp is resolved, the distance between teammates in the team game is shortened, the difference between the team game and the single-player game is widened, and the group experience of playing the game in a team is improved.

[0037] To further illustrate with an example, if the interaction function is a sharing function, and taking as an example that the second virtual character interacts with the virtual object waiting for processing to obtain the virtual object waiting for processing for the second virtual character. For example, as shown in (a) of FIG. 5, after the first virtual character 502 triggers the automatic sharing function corresponding to the virtual object 504 waiting for processing in the virtual scene by a control operation, the position information of the first aid kit (i.e., the virtual object waiting for processing) is displayed in the clients of the second virtual character 506 and the third virtual character 508 respectively, as shown in (b) of FIG. 5. The second virtual character 506 arrives at the position of the position information and obtains the first aid kit. At this time, in the client of the third virtual character 508, the information that the first aid kit has already been obtained by the second virtual character 506 is updated, and the presentation information 510 corresponding to the obtained virtual object 504 waiting for processing and the name of the second virtual character 506 is displayed in the client of the third virtual character 508. This is as shown in (c) of FIG. 5, for example.

[0038] In a possible implementation form, in this embodiment, when the second virtual character arrives at the position of the virtual object waiting for processing and obtains the virtual object waiting for processing based on the automatic sharing function triggered by the first virtual character, one virtual interactive identifier can be fed back to the first virtual character, but it is not limited thereto. The virtual interactive identifier may be, for example, a heart, the text "Thank you for sharing", a stamp (including an expression stamp or an emoji), etc., and is not particularly limited here.

[0039] What needs to be explained is that in this embodiment, after the second virtual character interacts with the virtual object waiting for processing shared by the first virtual character, by adding an interactive action between the first virtual character and the second virtual character, on the one hand, the first virtual character is informed that the second virtual character has already interacted with the virtual object waiting for processing, and on the other hand, the interactive distance between team members in the team game is shortened, the interactive efficiency in the team game is improved, and a player-friendly interactive experience is brought about.

[0040] To further illustrate with an example, taking the interaction function as the sharing function and the second virtual character interacting with the virtual object waiting for processing to obtain the virtual object waiting for processing for the second virtual character as an example. For instance, as shown in FIG. 6, the first virtual character 602 automatically shares the virtual object waiting for processing with the second virtual character B through a control operation. The second virtual character B arrives at the position of the level 3 helmet (i.e., the virtual object waiting for processing), and after obtaining the level 3 helmet, it displays the character prompt information 604 "Level 3 helmet, thank you~" on the client of the first virtual character 602, and displays the heart-shaped virtual interactive identifier 606 on the display screen.

[0041] According to the embodiments provided by the present application, at least a part of a virtual scene is displayed. The virtual scene includes a first virtual character and a second virtual character. A control operation for the first virtual character is received. By the control operation, an interaction function corresponding to a virtual object waiting for processing in the virtual scene is triggered. In response to the interaction function, object presentation information is generated. The object presentation information is used to prompt the second virtual character to interact with the virtual object waiting for processing. By converting the manual marking of materials by the virtual character into the automatic triggering of the marking of the object by the system based on the user's control operation, the player does not need to manually mark and remember the position of the object, which reduces the operation hurdle of the player, accelerates the information transmission speed within the group, and promotes the material search process in the game, thereby achieving the technical effect of improving the information presentation efficiency.

[0042] As an optional technical means, the step of displaying the object presentation information includes the step of displaying the position information of the virtual object waiting for processing in the virtual scene, where the position information of the virtual object waiting for processing in the virtual scene is the object presentation information.

[0043] In a possible implementation form, in this embodiment, the position information can include, but is not limited to, the straight-line distance between the virtual character and the virtual object waiting for processing, the coordinates of the virtual object waiting for processing displayed on the minimap, the optimal path between the virtual character and the virtual object waiting for processing, and the time required for the virtual character to reach the position of the virtual object waiting for processing. The optimal path and the required time for the virtual character to reach the position where the virtual object waiting for processing is located can be calculated by a neural network algorithm, but are not limited thereto.

[0044] In the embodiments of the present application, the second virtual character can determine the position of the virtual object waiting for processing based on the position information. Thereby, the need to verbally communicate or manually mark the position where the first virtual character is located is eliminated, and the automatic sharing function is realized.

[0045] By the embodiments provided by the present application, by displaying the position information of the virtual object waiting for processing in the virtual scene, the purpose of presenting how the second virtual character acquires the virtual object waiting for processing is achieved. Therefore, the technical effect of improving the display efficiency and completeness of the virtual object waiting for processing is realized.

[0046] The position information of the virtual object waiting for processing in the virtual scene may be displayed on any client participating in the game. As an optional technical means, the method of displaying the position information of the virtual object waiting for processing in the virtual scene may be to display the position information of the virtual object waiting for processing in the virtual scene on the client corresponding to the second virtual character.

[0047] As an optional technical means, the step of displaying the position information of the virtual object waiting for processing in the virtual scene on the client corresponding to the second virtual character is If a minimap interface is displayed on the client corresponding to the second virtual character, step S1 of marking and displaying the position information of the virtual object waiting for processing in the virtual scene on the minimap interface, where the minimap interface is used to display a thumbnail of the scene content of the virtual scene, step S1, and If a perspective screen corresponding to the second virtual character is displayed on the client corresponding to the second virtual character, step S2 of displaying guide information on the perspective screen, where the guide information is used to guide the second virtual character to move to the position of the virtual object waiting for processing in the virtual scene, step S2, and If a viewpoint screen is displayed on a client corresponding to a second virtual character and a virtual object waiting for processing is displayed on the viewpoint screen, then in the viewpoint screen, step S3 of displaying a presentation identifier corresponding to the virtual object waiting for processing, where the presentation identifier is used to present the position of the virtual object waiting for processing, includes at least one of step S3.

[0048] As a point that needs to be explained, by determining multiple types of display means based on different distances or customized display position information, the diversity of the display means can be improved, the display efficiency can be improved, and the player can quickly and clearly obtain the position of the virtual object waiting for processing.

[0049] In a possible implementation form, in this embodiment, the minimap interface may be a map arranged at a corner of the display of the client corresponding to the virtual character and assisting the player in determining the position of the virtual character, but is not limited thereto. The guide information can guide the second virtual character to move to and arrive at the position where the virtual object waiting for processing is located by means of auxiliary displays including footprints, arrows, flags, etc., but is not limited thereto. The display method of the presentation identifier may include multiple types, but is not limited thereto. For example, it may be an emphasized display of the presentation identifier, and the emphasized display may include display modes such as a halo or sound presentation, but is not limited thereto. The presentation identifier is used to present the position where the virtual object waiting for processing is located.

[0050] To further illustrate with an example, for instance, as shown in FIG. 7, after detecting that the first virtual character has moved to the position of the first aid kit (i.e., the virtual object waiting for processing), the automatic sharing function is triggered to share the position of the virtual object waiting for processing with other virtual characters in the same team. The distance between the second virtual character 702 and the virtual object waiting for processing 706 is relatively far, and the position information of the virtual object waiting for processing 706 in the virtual scene is marked and displayed on the minimap interface 704.

[0051] To further illustrate with examples, for instance, as shown in FIG. 8, after detecting that the virtual character A has moved to the positions of a first aid kit, a level 3 helmet, and a level 3 armor (i.e., a virtual object waiting for processing), the automatic sharing function is triggered, and the positions of the above virtual objects waiting for processing are shared with other virtual characters in the same team. The distance between the second virtual character 802 and the virtual object 804 waiting for processing is relatively close, and guide information 806 is displayed on the viewpoint screen by footprints or arrows.

[0052] To further illustrate with examples, for instance, as shown in FIG. 9, after detecting that the virtual character A has moved to the positions of a first aid kit, a level 3 helmet, and a level 3 armor, the automatic sharing function is triggered, and the positions of the above virtual objects waiting for processing are shared with other virtual characters in the same team. When the virtual object 904 waiting for processing is located in the viewpoint screen corresponding to the client of the virtual character 902, a presentation identifier 906 corresponding to the virtual object waiting for processing is highlighted on the viewpoint screen.

[0053] In a possible implementation, in this embodiment, a first distance threshold and a second distance threshold can be set, and different display modes can be determined based on different distance thresholds, but it is not limited thereto. The first distance threshold and the second distance threshold can be determined based on the distance between the virtual character and the virtual object waiting for processing, but it is not limited thereto. If the distance value between the virtual character and the virtual object waiting for processing is greater than the first distance threshold, the display method of the minimap mark is adopted; if the distance value between the virtual character and the virtual object waiting for processing is less than the first distance threshold and greater than the second distance threshold, the display method of the guide information is adopted; if the distance value between the virtual character and the virtual object waiting for processing is less than the second distance threshold, the display method of highlighting is adopted.

[0054] According to the embodiments provided by the present application, when a minimap interface is displayed on a client corresponding to a second virtual character, position information of a virtual object waiting for processing in the virtual scene is marked and displayed on the minimap interface. Here, the minimap interface is used to display a thumbnail of the scene content of the virtual scene, and when a viewpoint screen corresponding to the second virtual character is displayed on the client corresponding to the second virtual character, guide information is displayed on the viewpoint screen. Here, the guide information is used to guide the second virtual character to move to the position in the virtual scene of the virtual object waiting for processing. When a viewpoint screen is displayed on the client corresponding to the second virtual character and the virtual object waiting for processing is displayed on the viewpoint screen, a presentation identifier corresponding to the virtual object waiting for processing is highlighted on the viewpoint screen. Here, the presentation identifier is used to present the position of the virtual object waiting for processing, so that the purpose of displaying position information by multiple types of display means is achieved, and thereby the technical effect of improving the diversity of the display means is realized.

[0055] As a selectable technical means, before the step of generating object presentation information, the method further includes: step S1 of displaying a virtual identifier of each of the plurality of objects waiting for selection; step S2 of determining a target virtual identifier from among the virtual identifiers of each of the objects waiting for selection; step S3 of determining the object waiting for selection corresponding to the target virtual identifier as the virtual object waiting for processing.

[0056] In a possible implementation, in this embodiment, the virtual identifier may include, but is not limited to, an identifier corresponding to the object waiting to be selected, and may include, but is not limited to, the appearance features and basic attributes of the object waiting to be selected. The target virtual identifier is an identifier determined from among a plurality of objects waiting to be selected and finally displayed in the client of the second virtual character. The object waiting to be selected may be a plurality of virtual objects shared with the second virtual character when the first virtual character triggers the automatic sharing function through a control operation, but is not limited thereto.

[0057] It should be noted that in the related art, in order to share the position information of the virtual object waiting to be processed with other teammates, the player needs to manually operate. Therefore, when a plurality of virtual objects overlap, it is difficult to distinguish the virtual object waiting to be processed by operation. The embodiment of the present application not only eliminates the relatively high operation hurdle of manual operation through the automatic sharing function, but also further determines the virtual object waiting to be processed based on the quality, effect, rarity, etc. of the virtual object when a plurality of objects waiting to be selected appear, and improves the display efficiency of the target virtual identifier.

[0058] To further illustrate with an example, optionally, for example, after virtual character A moves to a certain game scene and discovers a plurality of candidate objects, namely, a level 1 helmet, a level 2 helmet, and a level 3 helmet, based on the quality and effect of the virtual object, the virtual identifier corresponding to the level 3 helmet is determined as the target virtual identifier, and the position information corresponding to the level 3 helmet is shared with the second virtual character.

[0059] According to the embodiments provided by this application, by displaying the virtual identifiers of each of the multiple objects waiting for selection, determining a target virtual identifier from among the virtual identifiers of each of the objects waiting for selection, and determining the object waiting for selection corresponding to the target virtual identifier as the virtual object waiting for processing, the purpose of determining the virtual object waiting for processing from among the multiple acquired virtual objects is achieved, thereby realizing the technical effect of improving the display efficiency of the virtual identifiers.

[0060] As a selectable technical means, the step of displaying the virtual identifier corresponding to each of the multiple objects waiting for selection is step S1 of displaying the virtual identifier of the virtual object with which the second virtual character is not interacting, where each object waiting for selection includes the virtual object with which the interaction is not occurring, step S1, and is step S2 of displaying the virtual identifier corresponding to the virtual accessory object waiting for processing, where the virtual accessory object waiting for processing is an accessory object not arranged on the virtual main object with which the second virtual character has already interacted, and each object waiting for selection includes the virtual accessory object waiting for processing, step S2, and is step S3 of displaying the virtual identifier corresponding to the virtual object that permits interaction by the second virtual character, where each object waiting for selection includes the virtual object that permits interaction, step S3, and is step S4 of displaying the virtual identifier corresponding to the virtual object pre-arranged for the second virtual character, where each object waiting for selection includes the virtual object pre-arranged for the second virtual character, step S4, and includes at least one of them.

[0061] In a possible implementation, in this embodiment, the accessory object may be a component or a member that needs to be assembled to the virtual main object, such as a multi-lens, a milling machine, a fire extinguisher, a grip, etc. The virtual main object may be a virtual object waiting for processing that permits the assembly of components and members, but is not limited thereto.

[0062] In a possible implementation, in this embodiment, for the step of displaying the virtual identifier of the virtual object with which the second virtual character is not interacting, in a plurality of objects waiting for selection, obtain the virtual objects that the second virtual character already has, compare the virtual objects that are already held with the objects waiting for selection, determine the virtual objects that the second virtual character does not have, and display the virtual identifiers of the above virtual objects in the client corresponding to the second virtual character.

[0063] In a possible implementation, in this embodiment, obtain the virtual main object that the second virtual character already has, and the accessory objects that have already been arranged in the virtual main object, compare the objects waiting for selection with the accessory objects that have already been arranged in the virtual main object, determine the accessory objects that are not arranged in the virtual main object in the second virtual character (i.e., the accessory objects waiting for processing), and display the virtual identifiers of the above accessory objects waiting for processing in the client corresponding to the second virtual character.

[0064] It should be noted that by classifying the virtual objects into virtual main objects and accessory objects, when the second virtual character holds a virtual main object, the accessory objects corresponding to the virtual main object are preferentially determined as accessory objects waiting for processing. This takes into account the complexity of the virtual objects and further improves the accuracy of determining the virtual objects waiting for processing.

[0065] To further illustrate with examples, optionally, for example, as shown in FIG. 10, the first virtual character 1002 moves into the light ring area displayed by the airdrop. There is an extended magazine of the virtual object 1004 and a muzzle in the airdrop. In the virtual main object 1006 held by the second virtual character 1008, the muzzle is already arranged, but the extended magazine is not arranged. Therefore, the extended magazine is determined as an accessory object waiting to be processed. For example, as shown in FIG. 11, the virtual main object 1106 held by the third virtual character 1108 has a muzzle and an extended magazine. Therefore, in the client of the third virtual object 1108, the virtual identifier and the presentation information are not displayed. For example, as shown in FIG. 12, the virtual identifier 1202 of the extended magazine is displayed in the client of the second virtual character 1204.

[0066] In a possible implementation, in this embodiment, the game information of the second virtual character in the game is obtained, the virtual objects permitted for interaction and the virtual objects not permitted for interaction by the second virtual character are determined, the object waiting to be selected is compared with the virtual object not permitted for interaction, and at this time, the virtual identifier corresponding to the virtual object not permitted for interaction is made non-displayed, and the virtual identifier corresponding to the virtual object permitted for interaction among the objects waiting to be selected is displayed.

[0067] In a possible implementation, in this embodiment, it may include pre-arranging the virtual objects required or generally used by the second virtual character in the game, but is not limited thereto. By triggering controls such as shortcut keys or shortcut acquisition, the client of the second virtual character compares the pre-arranged virtual objects with the objects waiting to be selected, and displays the virtual identifier corresponding to the pre-arranged virtual object among the objects waiting to be selected.

[0068] According to the embodiments provided by the present application, by displaying the virtual identifiers of virtual objects with which the second virtual character is not interacting, displaying the virtual identifiers corresponding to the accessory objects waiting for processing, displaying the virtual identifiers corresponding to the virtual objects with which the second virtual character permits interaction, and displaying the virtual identifiers corresponding to the virtual objects pre-arranged for the second virtual character, the object can be determined to be pre-arranged or the virtual object waiting for processing can be determined by a shortcut key, thereby achieving the technical effect of improving the flexibility for the player to interact with the virtual object waiting for processing.

[0069] As a selectable technical means, before the step of generating object presentation information, the method further includes: displaying first text information, where the first text information includes object text information corresponding to a first object waiting for selection among a plurality of objects waiting for selection, and if the first text information is used to indicate that the second virtual character interacts with the first object waiting for selection, determining the first object waiting for selection as a virtual object waiting for processing in step S1; when obtaining a voice waiting for processing, performing voice recognition on the voice waiting for processing to obtain second text information, where the second text information includes object text information corresponding to a second object waiting for selection among a plurality of objects waiting for selection, and if the second text information is used to indicate that the second virtual character interacts with the second object waiting for selection, determining the second object waiting for selection as a virtual object waiting for processing, step S2.

[0070] In a possible implementation form, in this embodiment, the first object waiting for selection is the object waiting for selection corresponding to the first text information among the plurality of objects waiting for selection, and the second object waiting for selection is the object waiting for selection corresponding to the second text information among the plurality of objects waiting for selection.

[0071] The first text information may be, but is not limited to, text information including a selection-waiting object in which a second virtual object is input by characters. The second text information may be, but is not limited to, text information including a selection-waiting object that is voice-recognized by a client of the virtual object.

[0072] It should be noted that by combining characters and voice, the player can directly determine the desired virtual object in the voice mode, and the determination efficiency of the virtual object waiting for processing is improved.

[0073] To further illustrate with an example, when, for example, virtual character A communicates with other virtual characters in the same camp by voice, if other virtual characters in the same camp search for and find a selection-waiting object including a quadruple lens, a bandage, etc., and if the client recognizes that the voice information issued from character A is "a quadruple lens is needed", it can be converted into the second text information. This selection-waiting object of the quadruple lens is included in the second text information, and this selection-waiting object of the quadruple lens is determined as the second selection-waiting object, and the second selection-waiting object is determined as the virtual object waiting for processing.

[0074] According to the embodiments provided in this application, first text information is displayed. Here, the first text information includes object text information corresponding to a first object waiting to be selected among a plurality of objects waiting to be selected. If the first text information is used to instruct an interaction between a second virtual character and the first object waiting to be selected, the first object waiting to be selected is determined as a virtual object waiting to be processed. When obtaining a voice waiting to be processed and performing voice recognition on the voice waiting to be processed, second text information is obtained. Here, the second text information includes object text information corresponding to a second object waiting to be selected among the plurality of objects waiting to be selected. If the second text information is used to instruct an interaction between the second virtual character and the second object waiting to be selected, by determining the second object waiting to be selected as a virtual object waiting to be processed, the purpose of saving the time and energy required for the player's typing is achieved. Thereby, the technical effect of improving the operation efficiency of the player is realized.

[0075] Understandably, this application mainly triggers an interaction function corresponding to a virtual object waiting to be processed by a control operation on a first virtual character. The control operation is an operation that the player must perform in various games. In normal cases, there may be many operations that the player must perform in the game. For example, there are operations to control the movement of the virtual character and operations to control the virtual character to discard virtual objects. Based on different control operations, the method of triggering the interaction function corresponding to the virtual object waiting to be processed by the control operation may also be different. As a selectable technical means, after displaying at least a part of the virtual scene, the method further includes step S1 of determining a virtual object waiting to be processed from among at least one virtual object if the distance between the first virtual character and at least one virtual object in the virtual scene is less than or equal to a first predetermined threshold (the "first preset threshold", the same hereinafter). The step of triggering the interaction function corresponding to the virtual object waiting for processing in the virtual scene by a control operation is If the distance between the first virtual character after movement and the virtual object waiting for processing is greater than a second predetermined threshold, step S2 of triggering the interaction function, where the second predetermined threshold is equal to or greater than the first predetermined threshold, includes step S2.

[0076] In a possible implementation form, in this embodiment, the first predetermined threshold may be a relatively close distance value between the first virtual character and the virtual object, but is not limited thereto. The second predetermined threshold may be a relatively far distance value between the first virtual character and the virtual object, but is not limited thereto. In this embodiment, the electronic device determines whether to trigger the interaction function based on the distance between the first virtual character and the virtual object waiting for processing. If the distance between the first virtual character and the virtual object waiting for processing is greater than the second predetermined threshold, the interaction function can be automatically triggered. In this way, the player corresponding to the first virtual character does not need to remember the virtual object waiting for processing, and only needs to normally execute a control operation on the first virtual character. Therefore, the interaction function is an automatic interaction function.

[0077] As a point that needs to be explained, taking the example that the interaction function is a sharing function, in this embodiment, by setting the first virtual character as the sharer and the second virtual character as the requester, when the two conditions of not being necessary for the sharer and being necessary for the requester are simultaneously satisfied, it is determined to trigger the automatic sharing function again, display the virtual object waiting for processing in the client of the second virtual object, set the corresponding character, and then recombine with the needs of different characters to achieve two opposite-dimensional conditions, thus avoiding the embarrassing situation of marking the virtual object required by the discoverer towards the teammate, and improving the integrity and balance of the automatic sharing function.

[0078] To further illustrate with an example, assume that the interaction function is the sharing function, and the second virtual character interacts with the virtual object waiting for processing to obtain the virtual object waiting for processing for the second virtual character. For example, as shown in FIG. 13, the second virtual character 1306 can send request information "want an X gun" to the client of the first virtual character 1302. When the distance between the first virtual character 1302 and the virtual object 1304 waiting for processing is less than the first predetermined threshold, the virtual object 1304 waiting for processing is searched, and the client of the first virtual character 1302 indicates that it is waiting for the first virtual character 1302 to obtain the virtual object 1304 waiting for processing. After the distance value between the first virtual character 1302 and the virtual object 1304 waiting for processing becomes greater than the second predetermined threshold, the client of the first virtual character 1302 determines that the first virtual character 1302 does not need the virtual object 1304 waiting for processing, triggers the automatic sharing function, and shares the position information 1308 of the virtual object waiting for processing with the second virtual object 1306 in the same camp.

[0079] In a possible implementation, in this embodiment, after the distance between the first virtual character and the virtual object is less than the first predetermined threshold, a time threshold is preset. If the first virtual character still does not interact with the virtual object after exceeding the predetermined time threshold (the preset time threshold), it is determined that this virtual object is not needed for the first virtual character, the automatic interaction function (for example, it may be the automatic sharing function) is triggered, and the position information of this virtual object is shared with the second virtual object in the same camp.

[0080] As a point that needs to be explained, in this embodiment, it is determined whether to trigger the automatic interaction function by combining the length of time and the distance, and the time is combined with spaces in different dimensions to determine whether to share the virtual object waiting for processing with the second virtual character, so that the accuracy of the automatic sharing function is improved.

[0081] To further illustrate with an example, taking the interaction function as a sharing function and the second virtual character interacting with the virtual object waiting for processing to obtain the virtual object waiting for processing for the second virtual character as an example, optionally, for example, as shown in FIG. 14, the second virtual character 1406 sends request information "want an X gun" to the client of the first virtual character 1402. When the distance between the first virtual character 1402 and the virtual object 1404 waiting for processing is less than a first predetermined threshold, the client of the first virtual character 1402 waits for the first virtual character 1402 to obtain the virtual object 1404 waiting for processing. When the first virtual character 1402 exceeds a predetermined time threshold and still does not pick up the virtual object 1404 waiting for processing, the client of the first virtual character 1402 determines that the first virtual character 1402 does not need the virtual object 1404 waiting for processing, triggers the automatic sharing function, and shares the position information 1408 of the virtual object waiting for processing with the second virtual object 1406 in the same camp.

[0082] According to the embodiment provided by the present application, when the distance between the first virtual character and at least one virtual object in the virtual scene is less than or equal to a first predetermined threshold, a virtual object waiting for processing is determined from among the at least one virtual object. When the distance between the first virtual character and the virtual object waiting for processing is greater than a second predetermined threshold, by determining to trigger the automatic interaction function, the purpose of increasing the trigger conditions of the automatic interaction function is achieved, thereby realizing the technical effect of improving the integrity of the automatic interaction applied to different situations.

[0083] As a selectable technical means, the step of determining a virtual object waiting for processing from among at least one virtual object includes: step S1 of obtaining the object priority of each virtual object among at least one virtual object; step S2 of determining a rare virtual object whose object priority is equal to or higher than a rare threshold value from among at least one virtual object; and step S3 of determining the rare virtual object as a virtual object waiting for processing.

[0084] In a possible implementation form, in this embodiment, the rare virtual object may be a virtual item with a relatively high rarity level preset by a player or a developer, but is not limited thereto. It can be set to include that the priority of a high-level rare object is 0, the priority of a rare object is 1, and the priority of an ordinary object is 2, but is not limited thereto.

[0085] In a possible implementation form, in this embodiment, the usage amount, durability value, and skin level of the virtual object can be used as the basis for determining the rare virtual object, but are not limited thereto, and have the beneficial effect of improving the accuracy and comprehensiveness of the determination of the rare object.

[0086] It should be noted that this embodiment has the problem that novice players do not know relatively rare virtual objects in the game, so it is considered that it is easy to miss the share of the positions of some relatively rare virtual objects. The embodiment of the present application improves the usage rate of rare virtual objects and the error tolerance rate of the game by automatically synchronizing and sharing rare virtual objects with a second virtual character.

[0087] To further illustrate with an example, optionally, as shown in FIG. 15, the first virtual character 1502 approaches a pre-arranged rare object 1504 and collides with the collision body of the rare object 1504. When the first virtual character 1502 moves away from the rare object 1504, it is determined that the first virtual character 1502 does not need the rare object 1504, and further, the priority of the item and the durability value are combined. When it is detected that the second virtual character 1506 does not have the rare object 1504 and does not have a higher-level rare object, the priority of the large first aid kit is 0, and the second virtual character only has bandages and does not have medical items such as a large first aid kit and nutritional drinks. Therefore, the rare object 1504 is determined as a virtual object 1508 waiting to be processed, and it is determined to share the position information 1510 at the client of the second virtual character 1506.

[0088] According to the embodiments provided in the present application, by obtaining the object priority of each virtual object among at least one virtual object, determining a rare virtual object whose object priority is equal to or higher than a rare threshold value from among at least one virtual object, and determining the rare virtual object as a virtual object waiting to be processed, the purpose of automatically synchronizing and sharing the rare virtual object with the second virtual character is achieved. Thereby, the technical effects of improving the error tolerance rate of the game and improving the interaction efficiency of the player are realized.

[0089] In the embodiments of the present application, the control operations may include a very large number of types. Therefore, the methods of triggering the automatic sharing function by the control operations on the first virtual character also include a very large number of types. As an optional technical means, the step of triggering the interaction function corresponding to the virtual object waiting to be processed in the virtual scene by the control operation is The step S1 of controlling the first virtual character to move within the virtual scene by the control operation; If the distance between the first virtual character after movement and the virtual object waiting for processing is equal to or less than a predetermined distance threshold, it includes step S2 of triggering the interaction function.

[0090] In a possible implementation form, in this embodiment, based on the actual situation, a predetermined distance threshold can be set. When the distance between the first virtual character and the virtual object waiting for processing is equal to or less than the predetermined distance threshold, that is, when approaching the virtual object waiting for processing, the interaction function is directly and automatically triggered.

[0091] According to the embodiment provided by the present application, if the distance between the first virtual character after movement and the virtual object waiting for processing is equal to or less than a predetermined distance threshold, by triggering the interaction function, the purpose of automatically triggering the presentation when approaching the virtual object is achieved, thereby realizing the technical effect of improving the acquisition efficiency of the virtual object.

[0092] As a selectable technical means, the step of triggering the interaction function corresponding to the virtual object waiting for processing in the virtual scene by a control operation is If the first virtual character is controlled to perform a discard operation on the virtual object waiting for processing that is already held, it includes the step of triggering the interaction function.

[0093] In a possible implementation form, in this embodiment, the control operation may be an operation of controlling the first virtual character to perform a discard operation on the virtual object waiting for processing that is already held. The discard operation may be to discard the virtual object that the first virtual character already has, but it is not limited to this. After discarding, the interaction function is triggered. At this time, the virtual object discarded by the first virtual character is determined as the virtual object waiting for processing, and the position information of the virtual object waiting for processing can be shared with the second virtual character.

[0094] In a possible implementation, in this embodiment, after the first virtual character dies in battle, the interaction function is triggered, and the virtual object that the first virtual character had before dying in battle is determined as a virtual object waiting for processing, and the corresponding position information may be displayed on the client of the second virtual character, but it is not limited thereto.

[0095] It should be noted that in many shooting games, the virtual character has only one chance of survival. When the game character dies in battle, other virtual characters of the same camp will arrive at the position where the virtual character of the same camp died through the automatic interaction function, inherit the virtual object of the virtual character of the same camp that has already died, improve the usage efficiency of the virtual object, and improve the transmission efficiency among team members.

[0096] According to the embodiment provided by the present application, if the first virtual character is controlled to perform a discard operation on the virtual object waiting for processing that is already held, by determining to trigger the automatic interaction function, the purpose of maximizing the utilization of the virtual object is achieved, thereby realizing the technical effect of improving the utilization rate and acquisition efficiency of the virtual object.

[0097] As a selectable technical means, the step of triggering the interaction function corresponding to the virtual object waiting for processing in the virtual scene by a control operation is If the first virtual character is controlled to perform a discard operation on the virtual object that is already held, and is controlled such that the distance between the first virtual character and the virtual object that is already held is greater than a third predetermined threshold, it includes the step of triggering the interaction function.

[0098] To further illustrate with an example, if the first virtual character A has already obtained a higher-level virtual object, for example, as shown below, when the first virtual character A has already obtained a higher-level virtual object, it discards a relatively low-level virtual object of the same type that it already has, that is, it discards the armor of level 2. If the distance between the armor of level 2 and the second virtual character B is greater than the second predetermined threshold and the second virtual character B does not have the armor of level 2 and the armor of level 3, the interaction function is triggered, the armor of level 2 is determined as a virtual object waiting to be processed, and the position information of the armor of level 2 is displayed in the client of the second virtual character.

[0099] According to the embodiments provided in the present application, if the first virtual character is controlled to perform a discard operation on a virtual object already held, and it is controlled such that the distance between the first virtual character and the virtual object already held is greater than the third predetermined threshold, by triggering the interaction function, in a scene where the virtual object has not been picked up or has been discarded after being picked up, by determining the virtual object as a virtual object waiting to be processed, the efficiency of interacting with the virtual object in multiple types of scenes is further improved. Thereby, the technical effect of improving the completeness of the realization of the automatic interaction function is realized.

[0100] As an optional technical means, after the step of displaying the object presentation information, if the second virtual character has already interacted with the first virtual object, the step of making the object presentation information invisible, where the first virtual object includes a virtual object waiting to be processed or a second virtual object, the similarity between the object type of the second virtual object and the object type of the virtual object waiting to be processed is not less than the fourth predetermined threshold, and the object priority of the second virtual object is not less than the object priority of the virtual object waiting to be processed.

[0101] In a possible implementation, in this embodiment, based on the similarity between the priorities of virtual objects of the same type, it may be displayed in the client of the second virtual object based on the priority of the virtual object, but it is not limited thereto. For example, the level 3 helmet is the virtual object with the highest priority among the virtual objects waiting for processing. Therefore, the level 3 helmet is preferentially displayed in the client of the second virtual character.

[0102] As a point that needs to be explained, in order to avoid the second virtual character spending time and energy to determine useful object presentation information due to the problem that the object presentation information becomes messy when there are relatively many virtual objects waiting for processing, this embodiment sets different priorities and makes the object presentation information of virtual objects with relatively low priorities among the same type invisible. Thereby, the problem that the presentation information is too much and the display becomes messy is solved, and the presentation efficiency of the presentation information and the acquisition efficiency of the virtual character are improved.

[0103] According to the embodiment provided by the present application, if the second virtual character has already interacted with the first virtual object, the object presentation information is made invisible. Here, the first virtual object includes a virtual object waiting for processing or a second virtual object, and the similarity between the object type of the second virtual object and the object type of the virtual object waiting for processing is not less than a fourth predetermined threshold, and the object priority of the second virtual object is not less than the object priority of the virtual object waiting for processing, so that the purpose of further performing based on the priority when they are of the same item type is achieved, and thereby the technical effect of improving the display efficiency of the object presentation information is realized.

[0104] As a selectable technical means, the step of displaying the object presentation information is Including the step of displaying object presentation information when the interaction function is triggered and the second virtual character is not interacting with the first virtual object.

[0105] In a possible implementation form, in this embodiment, a desired item search pool can be preset, but it is not limited thereto. Here, the desired item search pool may include virtual objects pre-arranged on the second virtual character, virtual objects with a high rarity, etc., but it is not limited thereto. When the virtual object in the desired item search pool has already been acquired, or when the second virtual object has already acquired a virtual object with a higher rarity, the above virtual object is deleted from the desired item search pool.

[0106] According to the embodiment provided by the present application, when the interaction function is triggered and the second virtual character is not interacting with the first virtual object, by displaying the object presentation information, the purpose of reducing the clutter of the object presentation information is achieved, thereby realizing the technical effect of improving the display efficiency of the object presentation information.

[0107] As a selectable technical means, applying the information presentation method in a virtual shooting game scene, taking the interaction function as a sharing function and the second virtual character interacting with a virtual object waiting for processing to acquire the virtual object waiting for processing for the second virtual character as an example, for example, as shown in FIG. 16, the specific steps are as follows. S1602: Detect that the player has started a material desire.

[0108] When a player makes a request for material needs in a detectable manner provided within the game, the system adds the requested item 1604 to the desired item search pool 1602. The detectable manner refers to, for example, a general material requirement command, and each command corresponds to one specific item. Alternatively, other technologies may be used to identify whether the character information or voice information sent by the player belongs to the requested materials. As described above, this patent does not limit the way in which a player initiates a material request.

[0109] S1604: When the information added to the desired item search pool has already been fulfilled, here, after any condition is satisfied, such as the requested material has been discovered and marked, or the initiator of the request has already obtained the material (a higher-level material) himself, the information is deleted. Or when the player himself picks up the desired material or a better material (based on the game settings), the information requested first is deleted from the search pool. This is because there is no need to search for old requests at this time.

[0110] For example, as shown in Figure 17, specifically, the steps are as follows.

[0111] S1702: For each teammate other than the player who initiated the request, a range with a radius of X meters centered on the circle is set as one material search circle.

[0112] In this technical logic, each player is regarded as a movable material search circle with an effective radius of X meters. This is equivalent to the player character model covering and moving across the entire map in all directions in the game to find materials. The distance setting is to make the sensitivity of material determination closer to actually walking to discover materials.

[0113] S1704: When the material search circle overlaps with other material collision bodies, compare whether the collided material is in the material search pool.

[0114] In the process of each player moving, if the character passes through the materials in the virtual scene (the passing may refer to the virtual collision body of the materials overlapping with the collision body of the material search circle with a radius of X meters centered on the player), the program determines whether the material is what the player desires to start with. Specifically, it compares whether the same material exists in the desired material search pool. If so, it enters the next process. If not, it continues to search for the materials in the virtual scene where other collisions have occurred.

[0115] S1706: Determine whether the material is not needed by the player who discovered the material. The judgment criterion is that the player has not picked up the material (or discarded it after picking it up), or the player moves away from the material.

[0116] After confirming that there is a player who needs the material, the discoverer needs to wait without picking up the material and moving away. The function of this step is to avoid the discovered desired material being exactly what the discoverer needs. In contrast, in the judgment logic on the program, when the collision bodies between the two, that is, the discovered material has not been picked up, or has been discarded in the virtual scene after being picked up, and the discoverer moves away from it and no longer contact, it means that this content is not needed by the discoverer, so it enters the next process.

[0117] S1708: Mark the location where the material is for the team mate who lacks the material.

[0118] S1710: Remove the marked material from the desired material search pool.

[0119] Through the above S1702 - S1710, the search process for one material desire is completed.

[0120] For example, as shown in Figure 18, specifically, the steps are as follows.

[0121] S1802: The player approaches the materials in the rare materials list preset in the program.

[0122] In the embodiment of the present application, the method for determining that the player approaches the materials in the rare materials list preset in the program may be that the player comes into contact with the collision body of the object (i.e., collision body contact). The rare materials list is an information base of a series of high-level items defined by the game designer and is used to identify the materials that the player collides with in the background.

[0123] S1804: Determine that the material is not needed for the player who discovered the material.

[0124] Here, the method for determining that the material is not needed for the player who discovered the material may be the separation of the collision body, that is, the character model of the player who discovered the material moves away from the material, and the collision body of the character model and the rare material separates from the contact. In this case, it is determined that the discoverer does not need this material and enters the next process.

[0125] S1806: Determine whether there is another player who does not have the material.

[0126] The program detects whether the discovered material is included in the item materials held by other players or whether they already have better materials. The logic for realizing this step is to set priorities for the materials. For example, high-level rare materials are 0, rare materials are 1, and ordinary materials are 2. By comparing the priorities of the same type of materials, it is determined whether they have better items. By comparing whether they have the corresponding materials, it is determined whether there is a shortage. In addition to the level of the materials, numerical values such as the usage amount / durability value of the materials may also be used as reference indicators for comparison.

[0127] S1808: Transmit the location information of the material to the player who does not have the material.

[0128] For players without the item, it is determined that they may need the item, and the location information of the item is transmitted.

[0129] S1810: A player who has the item (or a better item) does not receive the location information of the item.

[0130] For players who have the item or have a higher-level item, by not performing any operation, a player who has the item (or a better item) does not receive the location information of the item.

[0131] As an understandable point, in the specific embodiments of the present application, regarding related data such as user information, when the above embodiments of the present application are used in a specific product or technology, it is necessary to obtain the permission or consent of the user, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions.

[0132] It should be noted that for each method embodiment described above, for the sake of simplicity of description, all are expressed as a combination of a series of operations. However, those skilled in the art should understand that the present application is not limited to the order of the operations described. According to the present application, some steps may be performed in other orders or simultaneously. Next, those skilled in the art should also understand that the embodiments described in the specification all belong to preferred embodiments, and the related operations and modules are not necessarily required for the present application.

[0133] According to another aspect of the embodiments of the present application, there is further provided an information presentation device used to implement the above information presentation method. As shown in FIG. 19, the device includes A first display unit 1902 used to display at least a part of the virtual scene, where the virtual scene includes a first virtual character and a second virtual character, the first display unit 1902, The second display unit 1904 is used to receive a control operation for the first virtual character, trigger an interaction function corresponding to a virtual object waiting for processing in a virtual scene by the control operation, and generate object presentation information in response to the interaction function. The object presentation information is used to present that the second virtual character interacts with the virtual object waiting for processing. The second display unit 1904 is included.

[0134] For specific embodiments, reference can be made to the examples shown in the above information presentation device, and in this example, detailed descriptions are omitted here.

[0135] As an optional technical means, after generating object presentation information in response to the interaction function, the second display unit 1904 is further used to display the object presentation information.

[0136] As an optional technical means, the second display unit 1904 The first display module is used to display the position information of the virtual object waiting for processing in the virtual scene. The position information of the virtual object waiting for processing in the virtual scene is object presentation information. The first display module is included.

[0137] For specific embodiments, reference can be made to the examples shown in the above information presentation method, and in this example, detailed descriptions are omitted here.

[0138] As an optional technical means, the first display module is used to display the position information of the virtual object waiting for processing in the virtual scene on the client corresponding to the second virtual character.

[0139] As an optional technical means, the first display module includes at least one of a first display sub-module, a second display sub-module, and a third display sub-module. S1: If a minimap interface is displayed on the client corresponding to the second virtual character, the first display sub-module is used to mark and display the position information of the processing-waiting virtual object in the virtual scene on the minimap interface. Here, the minimap interface is used to display a thumbnail of the scene content of the virtual scene. S2: If a viewpoint screen corresponding to the second virtual character is displayed on the client corresponding to the second virtual character, the second display sub-module is used to display guide information on the viewpoint screen. Here, the guide information is used to guide the second virtual character to move to the position in the virtual scene of the processing-waiting virtual object. S3: If a viewpoint screen is displayed on the client corresponding to the second virtual character and the processing-waiting virtual object is displayed on the viewpoint screen, the third display sub-module is used to display the presentation identifier corresponding to the processing-waiting virtual object on the viewpoint screen. Here, the presentation identifier is used to present the position of the processing-waiting virtual object.

[0140] For specific embodiments, reference can be made to the examples shown in the above information presentation method. In this example, detailed descriptions are omitted here.

[0141] As a selectable technical means, the apparatus further includes a third display unit, a first determination unit, and a second determination unit. S1: The third display unit is used to display the virtual identifier of each of the plurality of objects waiting for selection before displaying the object presentation information. S2: The first determination unit is used to determine a target virtual identifier from among the virtual identifiers of each of the objects waiting for selection before displaying the object presentation information. S3: The second determination unit is used to determine the object to be selected corresponding to the target virtual identifier as a virtual object waiting to be processed before displaying the object presentation information.

[0142] For specific embodiments, reference can be made to the examples shown in the above information presentation method, and in this example, detailed descriptions are omitted here.

[0143] As a selectable technical means, the third display unit includes at least one of a second display module, a third display module, a fourth display module, and a fifth display module. S1: The second display module is used to display the virtual identifier corresponding to the virtual object with which the second virtual character is not interacting. Each object to be selected includes a virtual object with which the interaction has not occurred. S2: The third display module is used to display the virtual identifier corresponding to the accessory object waiting to be processed. The accessory object waiting to be processed is an accessory object that is not arranged on the virtual main object with which the second virtual character has already interacted. Each object to be selected includes an accessory object waiting to be processed. S3: The fourth display module is used to display the virtual identifier corresponding to the virtual object that permits interaction by the second virtual character. Each object to be selected includes a virtual object that permits interaction. S4: The fifth display module is used to display the virtual identifier corresponding to the virtual object pre-arranged for the second virtual character. Each object to be selected includes a virtual object pre-arranged for the second virtual character.

[0144] For specific embodiments, reference can be made to the examples shown in the above information presentation method, and in this example, detailed descriptions are omitted here.

[0145] As a selectable technical means, the apparatus further includes at least one of a fourth display unit and a first identification unit. S1: Before displaying the object presentation information, the fourth display unit displays first text information, where the first text information includes object text information corresponding to a first object waiting to be selected among a plurality of objects waiting to be selected. When the first text information is used to instruct an interaction between a second virtual character and the first object waiting to be selected, it is used to determine the first object waiting to be selected as a virtual object waiting to be processed. S2: Before displaying the object presentation information, when the first identification unit acquires a voice waiting to be processed, it performs voice recognition on the voice waiting to be processed to obtain second text information. Here, the second text information includes object text information corresponding to a second object waiting to be selected among a plurality of objects waiting to be selected. When the second text information is used to instruct an interaction between a second virtual character and the second object waiting to be selected, it is used to determine the second object waiting to be selected as a virtual object waiting to be processed.

[0146] Specific embodiments can refer to the examples shown in the above information presentation method, and in this example, detailed descriptions are omitted here.

[0147] As a selectable technical means, the apparatus further includes a third determination unit and a fourth determination unit. S1: After displaying at least a part of the virtual scene, if the distance between the first virtual character and at least one virtual object in the virtual scene is equal to or less than a first predetermined threshold, the third determination unit is used to determine a virtual object waiting to be processed from among the at least one virtual object. S2: The fourth decision unit is used to control the first virtual character to move within the virtual scene by a control operation. If the distance between the first virtual character after movement and the virtual object waiting for processing is greater than a second predetermined threshold, it is used to trigger the interaction function. The second predetermined threshold is equal to or greater than the first predetermined threshold.

[0148] For specific embodiments, reference can be made to the examples shown in the above information presentation method. In this example, detailed descriptions are omitted here.

[0149] As an optional technical means, the third decision unit includes a first acquisition module, a second decision module, and a third decision module. S1: The first acquisition module is used to acquire the object priority of each virtual object among at least one virtual object. S2: The second decision module is used to determine a rare virtual object whose object priority is equal to or greater than a rare threshold from among at least one virtual object. S3: The third decision module is used to determine the rare virtual object as a virtual object waiting for processing.

[0150] For specific embodiments, reference can be made to the examples shown in the above information presentation method. In this example, detailed descriptions are omitted here.

[0151] As an optional technical means, the device further includes a fifth decision unit that is used to control the first virtual character to move within the virtual scene by a control operation. If the distance between the first virtual character after movement and the virtual object waiting for processing is less than or equal to a predetermined distance threshold, it is used to trigger the interaction function.

[0152] For specific embodiments, reference can be made to the examples shown in the above information presentation method. In this example, detailed descriptions are omitted here.

[0153] As an optional technical means, the device further includes a sixth determination unit that is used to trigger the interaction function if the first virtual character is controlled to perform a discard operation on a virtual object to be processed that is already owned.

[0154] For specific embodiments, reference can be made to the examples shown in the above information presentation method, and in this example, detailed descriptions are omitted here.

[0155] As an optional technical means, the device further includes a seventh determination unit that is used to trigger the interaction function if the first virtual character is controlled to perform a discard operation on a virtual object that is already owned and the distance between the first virtual character and the virtual object that is already owned is controlled to be greater than a third predetermined threshold.

[0156] For specific embodiments, reference can be made to the examples shown in the above information presentation method, and in this example, detailed descriptions are omitted here.

[0157] As an optional technical means, the device further includes a first non-display unit that is used to make the object presentation information non-displayed if the second virtual character has already interacted with the first virtual object after the object presentation information is displayed, where the first virtual object includes a virtual object to be processed or a second virtual object, the similarity between the object type of the second virtual object and the object type of the virtual object to be processed is equal to or greater than a fourth predetermined threshold, and the object priority of the second virtual object is equal to or higher than the object priority of the virtual object to be processed.

[0158] Specific embodiments can refer to the examples shown in the above information presentation method, and in this example, detailed descriptions are omitted here.

[0159] As a selectable technical means, the first non-display unit includes a sixth display module used to display object presentation information when the interaction function is triggered and the second virtual character is not interacting with the first virtual object.

[0160] Specific embodiments can refer to the examples shown in the above information presentation method, and in this example, detailed descriptions are omitted here.

[0161] According to still another aspect of the embodiments of the present application, there is further provided an electronic device used to implement the above information presentation method. As shown in FIG. 20, the electronic device includes a memory 2002 and a processor 2004. A computer program is stored in the memory 2002, and the processor 2004 is configured to execute the steps in any of the above method embodiments by the computer program.

[0162] In a possible implementation form, in this embodiment, the above electronic device may be located in at least one network device among a plurality of network devices of a computer network.

[0163] In a possible implementation form, in this embodiment, the above processor may be configured to execute the following steps S1 to S3 by a computer program. S1: Display at least a part of the virtual scene, where the virtual scene includes a first virtual character and a second virtual character. S2: Receive a control operation on the first virtual character, and trigger an interaction function corresponding to the virtual object waiting for processing in the virtual scene by the control operation. S3: In response to the interaction function, generate object presentation information, which is used to present that the second virtual character interacts with the virtual object waiting for processing.

[0164] In a possible implementation, those skilled in the art can understand that the structure shown in FIG. 20 is merely exemplary, and the electronic device may be a terminal device such as a smartphone (e.g., Android mobile phone, iOS mobile phone, etc.), a tablet computer, a palmtop personal computer, and a Mobile Internet Devices (MID), a PAD, etc. FIG. 20 does not limit the structure of the above electronic device. For example, the electronic device may include more or fewer components (e.g., network interface, etc.) than those shown in FIG. 20, or may have a configuration different from that shown in FIG. 20.

[0165] Here, the memory 2002 may be used to store software programs and modules, for example, program instructions / modules corresponding to the information presentation method and apparatus in the embodiments of the present application. The processor 2004 executes various functional applications and data processing by operating the software programs and modules stored in the memory 2002, that is, realizes the above information presentation method. The memory 2002 may include a high-speed random access memory, and may further include a non-volatile memory, for example, one or more magnetic storage devices, flash memories, or other non-volatile solid memories. In some examples, the memory 2002 may further include a memory installed remotely with respect to the processor 2004, and these remote memories may be connected to the terminal via a network. Examples of the above network include, but are not limited to, the Internet, intranet, local area network, mobile communication network, and combinations thereof. Here, the memory 2002 may specifically be used to store information such as the moving distance and object presentation information, but is not limited thereto. As an example, as shown in FIG. 20, in the memory 2002, the first display unit 1902 and the second display unit 1904 in the above information presentation apparatus may be included, but are not limited thereto. In addition, other module units in the above information presentation apparatus may be included, but are not limited thereto, and detailed descriptions are omitted in this example.

[0166] In a possible implementation, the above transmission device 2006 is used to receive or transmit data via a network. Specific examples of the above network may include a wired network and a wireless network. In one example, the transmission device 2006 includes a network interface controller (NIC), which can be connected to other network devices and routers via a network cable, thereby enabling communication with the Internet or a local area network. In one example, the transmission device 2006 is a radio frequency (RF) module, which is used to communicate with the Internet wirelessly.

[0167] In addition, the above electronic device further includes a display 2008 used to display information such as the above movement distance and object presentation information, and a connection bus 2010 used to connect each module member in the above electronic device.

[0168] In other embodiments, the above terminal device or server may be a node in a distributed system. Here, the distributed system may be a blockchain system, and the blockchain system may be a distributed system formed by connecting the plurality of nodes in the form of network communication. Here, the nodes can form a peer-to-peer (P2P for short) network, and any form of computing device, such as electronic devices like servers and terminals, can all become a node in the blockchain system by accessing the peer-to-peer network.

[0169] According to one aspect of the present application, a computer program product is provided, which includes a computer program. The computer program includes program code used to execute the method shown in the flowchart. In such an embodiment, the computer program may be downloaded and installed from the network via a communication unit, and / or may be installed from a removable medium. When the computer program is executed by a central processor, various functions provided by the embodiments of the present application are executed.

[0170] The numbers of the above embodiments of the present application are only for description purposes and do not represent the superiority or inferiority of the embodiments.

[0171] It should be noted that the computer system of the electronic device is only an example and should not impose any limitations on the functions and usage scope of the embodiments of the present application.

[0172] The computer system includes a central processing unit (CPU), which can execute various appropriate operations and processes based on a program stored in a read-only memory (ROM) or a program uploaded from a storage unit to a random access memory (RAM). In the random access memory, various programs and data required for system operations are further stored. The central processor, read-only memory, and random access memory are connected to each other via a bus. An input / output interface (Input / Output interface, i.e., I / O interface) is also connected to the bus.

[0173] The following components are connected to the input / output interface: an input unit including a keyboard, a mouse, etc., a cathode ray tube (CRT), a liquid crystal display (LCD), etc., an output unit including a speaker, etc., a storage unit including a hard disk, etc., and a communication unit including a network interface card such as a local area network card, a modem, etc. The communication unit executes communication processing via a network such as the Internet. A driver is also connected to the input / output interface as necessary. Removable media, for example, magnetic disks, optical disks, magneto-optical disks, semiconductor memories, etc. are installed on the driver as necessary, facilitating the installation of a computer program read from thereon into the storage unit as necessary.

[0174] In particular, according to the embodiments of the present application, the processes described in the flowchart of each method may be implemented as a computer software program. For example, the embodiments of the present application include a computer program product, which includes a computer program carried on a computer-readable medium, and the computer program includes program code used to execute the method shown in the flowchart. In such an embodiment, the computer program may be downloaded and installed from the network by the communication unit, and / or installed from removable media. When the computer program is executed by a central processor, various functions limited in the system of the present application are executed.

[0175] According to one aspect of the present application, a computer-readable storage medium is provided, and a processor of a computer device reads the computer program from the computer-readable storage medium, and the processor executes the computer program to cause the electronic device to execute the method provided in the above various selectable implementation manners.

[0176] In a possible implementation, in this embodiment, those skilled in the art can complete all or part of the steps in the various methods of the above embodiments by issuing instructions to the relevant hardware of the terminal device through a program, and it can be understood that the program may be stored in a computer-readable storage medium. The storage medium may include a flash drive, a read-only memory (ROM), a random access memory (RAM), a magnetic disk, or an optical disk, etc.

[0177] The numbers of the above embodiments of this application are only for description purposes and do not represent the superiority or inferiority of the embodiments.

[0178] The integrated unit in the above embodiments is realized in the form of a software functional unit, and when it is sold or used as an independent product, it can be stored in the above computer-readable storage medium. Based on such an understanding, the essential part of the technical solution of this application, or the part that contributes to the prior art, or all or part of the technical solution may be embodied in the form of a software product. The computer software product is stored in a storage medium and includes several instructions used to cause all or part of the steps of the method of each embodiment of this application to be executed on one or more computer devices (which may be personal computers, servers, or network devices, etc.).

[0179] In the above embodiments of this application, each embodiment description focuses on each one respectively. For parts not described in detail in a certain embodiment, reference can be made to the relevant descriptions of other embodiments.

[0180] In some embodiments provided by the present application, it should be understood that the disclosed client can be realized by other means. Here, the embodiments of the device described above are merely exemplary. For example, the classification of units is only a classification of logic functions, and there may be other classification methods when actually implemented. For example, a plurality of units or components may be combined, or integrated into another system, or some features may be ignored or executed. As another point, the couplings, or direct couplings, or communication connections shown or considered between each other may be indirect couplings or communication connections between units or modules via some interfaces, and may be electrical or other forms.

[0181] The unit described as a separation member may or may not be physically separated. The member shown as a unit may or may not be a physical unit, that is, it may be located in one place or distributed among a plurality of network units. According to actual needs, some or all of the units can be selected to achieve the purpose of the technical means of this embodiment.

[0182] In addition, each functional unit in each embodiment of the present application may be integrated into one processing unit, each unit may physically exist separately, or two or more units may be integrated into one unit. The above integrated unit may be realized in the form of hardware or in the form of a software functional unit.

[0183] The above are only preferred embodiments of the present application. It should be pointed out that for those skilled in the art, without departing from the principle of the present application, some improvements and modifications can be further made, and these improvements and modifications should also be regarded as within the protection scope of the present application.

Claims

1. An information presentation method executed by an electronic device, the method comprising: displaying at least a part of a virtual scene, the virtual scene including a first virtual character and a second virtual character; receiving a control operation for the first virtual character, and triggering an interaction function corresponding to a virtual object waiting for processing in the virtual scene by the control operation; generating object presentation information in response to the interaction function, the object presentation information being used to present that the second virtual character interacts with the virtual object waiting for processing.

2. After the step of generating object presentation information in response to the interaction function, the method further comprises: displaying the object presentation information, according to the method of Claim 1.

3. The step of displaying the object presentation information comprises: displaying position information of the virtual object waiting for processing in the virtual scene, the position information of the virtual object waiting for processing in the virtual scene being the object presentation information, according to the method of Claim 2.

4. The step of displaying the position information of the virtual object waiting for processing in the virtual scene comprises: displaying the position information of the virtual object waiting for processing in the virtual scene on a client corresponding to the second virtual character, according to the method of Claim 3.

5. The step of displaying the position information of the virtual object waiting for processing in the virtual scene on a client corresponding to the second virtual character comprises: if a minimap interface is displayed on the client corresponding to the second virtual character, marking and displaying the position information of the virtual object waiting for processing in the virtual scene on the minimap interface, the minimap interface being used to display a thumbnail of the scene content of the virtual scene. If a perspective screen corresponding to the second virtual character is displayed on the client corresponding to the second virtual character, a step of displaying guide information on the perspective screen, where the guide information is used to guide the second virtual character to move to a position in the virtual scene of the virtual object waiting for processing, the step and, If the perspective screen is displayed on the client corresponding to the second virtual character and the virtual object waiting for processing is displayed on the perspective screen, a step of displaying a presentation identifier corresponding to the virtual object waiting for processing on the perspective screen, where the presentation identifier is used to present the position of the virtual object waiting for processing, the step and, The method according to claim 4, including at least one of.

6. Before the step of generating the object presentation information, the method is, A step of displaying virtual identifiers of each of the plurality of objects waiting for selection, A step of determining a target virtual identifier from among the virtual identifiers of each of the objects waiting for selection, The method according to any one of claims 1 to 5, further including a step of determining the object waiting for selection corresponding to the target virtual identifier as the virtual object waiting for processing.

7. The step of displaying virtual identifiers of each of the plurality of objects waiting for selection is, A step of displaying virtual identifiers corresponding to virtual objects with which the second virtual character is not interacting, where each of the objects waiting for selection includes the virtual object with which the second virtual character is not interacting, the step and, A step of displaying a virtual identifier corresponding to an accessory object waiting for processing, where the accessory object waiting for processing is an accessory object arranged not on the virtual main object with which the second virtual character has already interacted, and each of the objects waiting for selection includes the accessory object waiting for processing, the step and, A step of displaying virtual identifiers corresponding to virtual objects that permit interaction by the second virtual character, where each of the objects waiting for selection includes the virtual object that permits interaction, the step and, Displaying a virtual identifier corresponding to a virtual object pre-arranged for the second virtual character, each of the selectable objects including the virtual object pre-arranged for the second virtual character, at least one of the steps, the method according to claim 6. [

8. ] Before the step of generating object presentation information, the method Displays first text information, the first text information including object text information corresponding to a first selectable object among a plurality of selectable objects, and if the first text information is used to indicate that the second virtual character and the first selectable object interact, determining the first selectable object as the virtual object waiting for processing, the step of When acquiring voice waiting for processing, performing voice recognition on the voice waiting for processing to obtain second text information, the second text information including object text information corresponding to a second selectable object among the plurality of selectable objects, and when the second text information is used to indicate that the second virtual character and the second selectable object interact, determining the second selectable object as the virtual object waiting for processing, the step of further includes at least one of the above, the method according to any one of claims 1 to 5. [

9. ] After the step of displaying at least a part of the virtual scene, the method If the distance between the first virtual character and at least one virtual object in the virtual scene is less than or equal to a first predetermined threshold, further includes the step of determining the virtual object waiting for processing from among the at least one virtual object The step of triggering the interaction function corresponding to the virtual object waiting for processing in the virtual scene by the control operation Moving the first virtual character within the virtual scene by controlling the first virtual character by the control operation, the step of If the distance between the moved first virtual character and the virtual object waiting for processing is greater than a second predetermined threshold value, the step of triggering the interaction function, wherein the second predetermined threshold value is equal to or greater than the first predetermined threshold value, and the method according to any one of claims 1 to 8, including the step.

10. The step of determining the virtual object waiting for processing from among the at least one virtual object is The step of obtaining the object priority of each virtual object among the at least one virtual object; Determining a rare virtual object whose object priority is greater than or equal to a rarity threshold value from among the at least one virtual object; And determining the rare virtual object as the virtual object waiting for processing, the method according to claim 9.

11. The step of triggering an interaction function corresponding to the virtual object waiting for processing in the virtual scene by the control operation is The step of controlling the first virtual character to move within the virtual scene by the control operation; If the distance between the moved first virtual character and the virtual object waiting for processing is equal to or less than a predetermined distance threshold value, the step of triggering the interaction function, and the method according to any one of claims 1 to 8.

12. The step of triggering an interaction function corresponding to the virtual object waiting for processing in the virtual scene by the control operation is If the first virtual character is controlled to perform a discard operation on the virtual object waiting for processing that is already held, the method including the step of triggering the interaction function according to any one of claims 1 to 8.

13. The step of triggering an interaction function corresponding to the virtual object waiting for processing in the virtual scene by the control operation is If the first virtual character is controlled to perform a discard operation on the already held virtual object, and is controlled such that the distance between the first virtual character and the already held virtual object is greater than a third predetermined threshold value, the method including the step of triggering the interaction function according to any one of claims 1 to 8.

14. After the step of displaying the object presentation information, the method further comprises: if the second virtual character is already interacting with the first virtual object, a step of hiding the object presentation information, wherein the first virtual object includes the virtual object waiting for processing or a second virtual object, and a similarity between the object type of the second virtual object and the object type of the virtual object waiting for processing is equal to or greater than a fourth predetermined threshold value, and an object priority of the second virtual object is equal to or higher than an object priority of the virtual object waiting for processing. The method according to any one of claims 2-5.

15. The step of displaying the object presentation information includes: the method according to claim 14, further including a step of displaying the object presentation information when the interaction function is triggered and the second virtual character is not interacting with the first virtual object.

16. An information presentation apparatus, the apparatus being implemented on an electronic device and including: a first display unit used for displaying at least a part of a virtual scene, the virtual scene including a first virtual character and a second virtual character; a second display unit used for receiving a control operation on the first virtual character, triggering an interaction function corresponding to a virtual object waiting for processing in the virtual scene according to the control operation, and generating object presentation information in response to the interaction function, the object presentation information being used for presenting that the second virtual character interacts with the virtual object waiting for processing. The information presentation apparatus.

17. A computer-readable storage medium, the computer-readable storage medium including a stored computer program, the computer program being capable of executing the method according to any one of claims 1-15 when operated on an electronic device.

18. A computer program product, comprising a computer program which, when executed by a processor, implements the method according to any one of claims 1 to 15, the computer program product.

19. An electronic device, comprising a memory and a processor, wherein the computer program is stored in the memory, and the processor is configured to execute the method according to any one of claims 1 to 15 by the computer program, the electronic device.

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