Virtual object-based interaction method and apparatus, device and storage medium

By enabling resource transfer between virtual objects in RPG games, the problem of resource sharing when players replay the game is solved, improving resource utilization and operational efficiency, and reducing the difficulty and cost of replaying the game.

WO2026051645A1PCT designated stage Publication Date: 2026-03-12TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Filing Date
2025-07-28
Publication Date
2026-03-12

AI Technical Summary

Technical Problem

In RPG games, players need to rebuild virtual objects when replaying the game, which leads to high operational pressure and low human-computer interaction efficiency. In particular, resources cannot be shared when creating new virtual objects in different virtual scenes, resulting in sunk costs and a decline in the game experience.

Method used

This paper provides an interaction method based on virtual objects, which allows resource transfer between virtual objects controlled by the same account in different virtual scenes. Under certain conditions, resources in one virtual scene can be transferred to virtual objects in another virtual scene to achieve resource reuse.

Benefits of technology

It improves resource utilization in virtual scenarios, reduces operational pressure and costs associated with replaying games, enhances human-computer interaction efficiency, and increases the reusability and operational efficiency of game resources.

✦ Generated by Eureka AI based on patent content.

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Abstract

A virtual object-based interaction method and apparatus, a computer device, and a storage medium, relating to the technical field of computers. The method comprises: displaying a first virtual object in a first virtual scene, the first virtual object being a virtual object controlled by an account logged in at a local end (201); and if a resource transfer condition for transferring a first resource is satisfied, transferring the first resource from a second virtual object to the first virtual object (202), wherein the second virtual object is another virtual object controlled by the account in a second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene. The present application implements resource reuse for the same account in different virtual scenes, and the same resource does not need to be repeatedly acquired in each virtual scene, thereby improving the efficiency of human-machine interaction.
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Description

Virtual object-based interaction method, device, equipment and storage medium

[0001] The present application claims priority to the Chinese patent application No. 202411261647.X, filed on September 9, 2024, and entitled "Virtual object-based interaction method, device, equipment and storage medium", the entire content of which is incorporated herein by reference. TECHNICAL FIELD

[0002] Embodiments of the present application relate to the technical field of computer, in particular to a virtual object-based interaction method, device, equipment and storage medium. BACKGROUND

[0003] In RPG (Role-Playing Game, role-playing game) games, virtual objects controlled by players perform activities in a virtual scene to experience game plots. Usually, after a player completes a game, the player can choose to restart the game to review the game plot again in a newly created virtual scene. SUMMARY

[0004] Embodiments of the present application provide a virtual object-based interaction method, device, computer equipment and storage medium, and the technical solution is as follows:

[0005] In one aspect, a virtual object-based interaction method is provided, which is executed by a computer device, and the method comprises:

[0006] displaying a first virtual object in a first virtual scene, the first virtual object being a virtual object controlled by a locally logged-in account;

[0007] if a resource transfer condition for transferring a first resource is met, transferring the first resource from a second virtual object to the first virtual object;

[0008] wherein the second virtual object is another virtual object controlled by the account in a second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene.

[0009] In another aspect, a virtual object-based interaction device is provided, and the device comprises:

[0010] a display module configured to display a first virtual object in a first virtual scene, the first virtual object being a virtual object controlled by a locally logged-in account;

[0011] a resource transfer module configured to, if a resource transfer condition for transferring a first resource is met, transfer the first resource from a second virtual object to the first virtual object;

[0012] The second virtual object is another virtual object controlled by the account in a second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene.

[0013] In another aspect, a computer device is provided, which includes a processor and a memory, and the memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed by the virtual object-based interaction method according to the above aspect.

[0014] In another aspect, a computer readable storage medium is provided, which stores at least one computer program, which is loaded and executed by a processor to implement the operations performed by the virtual object-based interaction method according to the above aspect.

[0015] In another aspect, a computer program product is provided, which includes a computer program, which is loaded and executed by a processor to implement the operations performed by the virtual object-based interaction method according to the above aspect.

[0016] The scheme provided by the embodiments of the present application can enable the same account to control different virtual objects in different virtual scenes, and can transfer the resources of the virtual object of the same account in one virtual scene to the virtual object of the same account in another virtual scene under the condition that the resource transfer condition is met, that is, the resources of the virtual objects of the same account in different virtual scenes can be shared, which realizes the reuse of the resources of the same account in different virtual scenes and improves the resource utilization rate in the virtual scene, so that the same resources need not be repeatedly acquired in each virtual scene, thereby improving the efficiency of human-computer interaction. Moreover, when a new virtual scene is created to replay the game, the resources acquired in the historical virtual scene can be transferred to the current virtual scene, and the resources need not be reacquired in the current virtual scene, which greatly reduces the operation pressure of the player and improves the operation efficiency. BRIEF DESCRIPTION OF DRAWINGS

[0017] FIG. 1 is a schematic diagram of an implementation environment provided by an embodiment of the present application;

[0018] FIG. 2 is a flowchart of a virtual object-based interaction method provided by an embodiment of the present application;

[0019] FIG. 3 is a flowchart of another virtual object-based interaction method provided by an embodiment of the present application;

[0020] FIG. 4 is a flowchart of another virtual object-based interaction method provided by an embodiment of the present application;

[0021] FIG. 5 is a schematic diagram of a virtual scene interface according to an embodiment of the present application;

[0022] FIG. 6 is a flowchart of another method of interacting with virtual objects according to an embodiment of the present application;

[0023] FIG. 7 is a schematic diagram of a virtual object creation interface according to an embodiment of the present application;

[0024] FIG. 8 is a flowchart of a method of transferring resources according to an embodiment of the present application;

[0025] FIG. 9 is a flowchart of another method of transferring resources according to an embodiment of the present application;

[0026] FIG. 10 is a flowchart of another method of transferring resources according to an embodiment of the present application;

[0027] FIG. 11 is a flowchart of another method of transferring resources according to an embodiment of the present application;

[0028] FIG. 12 is a flowchart of another method of transferring resources according to an embodiment of the present application;

[0029] FIG. 13 is a flowchart of another method of transferring resources according to an embodiment of the present application;

[0030] FIG. 14 is a flowchart of another method of transferring resources according to an embodiment of the present application;

[0031] FIG. 15 is a flowchart of another method of transferring resources according to an embodiment of the present application;

[0032] FIG. 16 is a schematic diagram of a device for interacting with virtual objects according to an embodiment of the present application;

[0033] FIG. 17 is a schematic diagram of another device for interacting with virtual objects according to an embodiment of the present application;

[0034] FIG. 18 is a schematic diagram of a terminal according to an embodiment of the present application;

[0035] FIG. 19 is a schematic diagram of a server according to an embodiment of the present application. DETAILED DESCRIPTION

[0036] The objects, technical solutions and merits of the embodiments of the present application will become more apparent after understanding the following detailed description of the embodiments of the present application, taken in conjunction with the attached drawings.

[0037] It should be noted that the information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data for analysis, stored data, displayed data, etc.) and signals (including but not limited to signals transmitted between user terminals and other devices, etc.) involved in the present application are fully authorized by the user or relevant parties, and the collection, use and processing of relevant data need to comply with relevant laws, regulations and standards of relevant countries and regions.

[0038] For the convenience of understanding, the terms involved in the embodiments of the present application are explained below.

[0039] Virtual scene: a virtual scene displayed (or provided) by a client when running on a terminal. The virtual scene can be a simulated environment of the real world, or a semi-simulated and semi-fictional environment, or a purely fictional environment. The virtual scene can be any one of a two-dimensional virtual scene, a 2.5-dimensional virtual scene or a three-dimensional virtual scene, and the embodiments of the present application do not limit the dimension of the virtual scene. For example, the virtual scene can include sky, land, ocean, etc., the land can include desert, city, etc. environmental elements, and the user can control the virtual object to move in the virtual scene. Alternatively, the virtual scene can provide a virtual object battle environment, which has virtual resources available for virtual objects in the virtual scene, such as virtual props required for battle, virtual medicines required for treatment, virtual props required for upgrading, virtual gold coins required for trading, etc.

[0040] In an open world game, a player can freely control a virtual object to roam in a virtual scene, and can freely choose a time point and a way to complete a game task. The virtual object controlled by the player can interact with other virtual objects in the virtual scene. For example, in a type of game, at least one virtual object has a single round of battle in a virtual scene, and the virtual object obtains the pass permission of the current level by killing monsters, so as to enter the next level or end the current round.

[0041] Virtual object: a movable object in a virtual scene. The movable object can be a virtual person, a virtual animal, a virtual spirit, an animation character, etc. The virtual object can be a virtual image in the virtual scene representing a user. The virtual scene can include multiple virtual objects, each virtual object having its own shape and volume in the virtual scene, occupying a part of the space in the virtual scene. Alternatively, when the virtual scene is a three-dimensional virtual scene, the virtual object can be a three-dimensional model, which can be a three-dimensional character constructed based on three-dimensional human skeleton technology, and the same virtual object can display different external images by wearing different skins. In some embodiments, the virtual object can also be implemented by a 2.5-dimensional or 2-dimensional model, and the embodiments of the present application do not limit this.

[0042] There can be various virtual objects in the virtual scene. For example, the virtual objects can include a player character controlled by operation on the client, or an artificial intelligence (AI) set in a virtual scene battle, or a non-player character (NPC) set in a virtual scene interaction. Alternatively, the virtual object can be a virtual character competing in the virtual scene. Alternatively, the number of virtual objects participating in the interaction in the virtual scene can be pre-set or dynamically determined according to the number of clients joining the interaction.

[0043] In the embodiments of the present application, a new game archive is started for each new virtual object created in the game, and a virtual scene is included in the game archive, the virtual scene includes a virtual object created by a player, and the player can control the virtual object to play in the virtual scene. Wherein, the player can create multiple different virtual objects, thereby starting multiple different game archives, and each virtual object in each game archive is located in and active in the virtual scene to which it belongs. Moreover, the game progress in different game archives is independent of each other, that is, the game progress of different virtual objects in different virtual scenes is independent of each other and does not affect each other, different virtual scenes can be regarded as different parallel worlds, and the game content in different virtual scenes can be the same or different.

[0044] Moreover, the types of the multiple virtual objects created by the same account can be the same or different, for example, the account creates two virtual objects in succession, the two virtual objects can both be mages, or one of the two virtual objects can be a mage and the other can be a warrior, etc.

[0045] RPG game: refers to a role playing game (Role Playing Game), which is a game type that puts the player into a virtual scene playing a specific role and completes various tasks. In the RPG game, the player controls the virtual object to freely roam in the virtual scene, in addition, the player can also play a role by selecting a virtual object with different identity types, explore new places in the virtual world, solve puzzles, establish a new group, or participate in a story. The player promotes the development of the game story in the virtual scene by completing game tasks, exploring the virtual scene, developing virtual object skills and attributes, etc. Such games usually have complex plots and world views, and the player can freely choose the behavior and development direction of the virtual object.

[0046] MMORPG (Multiplayer Online Role Playing Game, Multiplayer Online Role Playing Game) is a kind of RPG game. MMORPG is a multiplayer game on the Internet, which can be designed to simulate a virtual world such as an ancient world or a modern fantastic world. Players can select virtual objects in a virtual scene to experience designated adventure tasks, and can explore the virtual scene together through multi-player online. In the MMORPG game, multiple players can participate in the same game session in the virtual scene by matching the session. In the game session, different players can control virtual objects to attack each other and compete for game resources in the virtual scene, or different players can control virtual objects to cooperate to win game resources in the virtual scene.

[0047] In the embodiment of the application, each virtual object corresponds to a virtual scene where it is located, and different virtual scenes are two parallel virtual worlds, and the game progress in different virtual scenes is independent of each other. For example, in a pass-type RPG game, after a player passes a game, the player can choose to start the game again, create a new virtual object and review the game plot in a new virtual scene.

[0048] In the RPG (Role-Playing Game, Role-Playing Game) game, the virtual object controlled by the player is active in a virtual scene to experience the game plot. Usually, after a player passes a game, the player can choose to start the game again and review the game plot in a new virtual scene. However, starting a game again means that the virtual object needs to be re-cultivated, such as re-acquiring resources such as virtual equipment and virtual props required by the virtual object, so the operation pressure of the player to replay the game is large, and the efficiency of human-computer interaction is low.

[0049] Therefore, the embodiment of the application provides an interaction method based on a virtual object, which can transfer resources between different virtual scenes. The scheme can be applied in any scene where resources need to be transferred, for example, in the following cases, the player has the demand to create a new virtual object, and the method provided in the embodiment of the application can be used to transfer the resources of the virtual object once created to the newly created virtual object.

[0050] The first case: in an RPG game, a player creates a virtual object A in a virtual scene 1, thereby starting a game archive in the virtual scene 1. After controlling the virtual object A to experience all the game content in the virtual scene 1, if the player wants to review the game content again, a new virtual object B can be created in a virtual scene 2, thereby starting a new game archive in the virtual scene 2, the game content in the virtual scene 2 is the same as that in the virtual scene 1, but the game progress is different. The player can transfer the resources of the virtual object A in the virtual scene 1 to the virtual object B in the virtual scene 2, thereby assisting the newly created virtual object B to quickly experience the game content, reducing the cost and difficulty of playing the RPG game for two weeks, and improving the reuse rate of game resources.

[0051] The second case: in various games such as RPG, open world, or casual social, a player creates a virtual object A in a virtual scene 1, thereby starting a game archive in the virtual scene 1. If the virtual scene 1 where the virtual object A is located is highly competitive, the virtual object A fails to be nurtured, or the player wants to experience other virtual objects different from the virtual object A, etc., the player may want to create another virtual object to experience the game. Therefore, the player can create a new virtual object B in a virtual scene 2, thereby starting a new game archive in the virtual scene 2. The player can transfer the resources of the virtual object A in the virtual scene 1 to the virtual object B in the virtual scene 2, so as to restart the game without wasting the resources obtained in the started game, thereby reducing the cost and difficulty of the player to restart the game. Moreover, the player can return to the game archive of the virtual scene 1 at any time to continue the game using the virtual object A.

[0052] The third case: in an MMORPG game, players have a strong demand for socialization, but the game progress of different players is not synchronized, which leads to that a player 1 has played for a period of time, and a player 2 just starts the game, the game environment and game target faced by the two players are inconsistent, and it is difficult for the two players to play the game together. However, in the scheme of the embodiments of the present application, if the player 1 has nurtured a high-level virtual object A in a virtual scene 1, the player 1 can still create a virtual object B in a virtual scene 2 to start a new game archive, and use the low-level virtual object B in the virtual scene 2 to grow together with the low-level virtual object of the player 2. In this case, the player 1 can transfer the resources of the virtual object A to the virtual object B, thereby reducing the difficulty of nurturing the virtual object B for the player 1, making it easier for the player 1 to lead the player 2, meeting the demand of the players to play together, being beneficial to the establishment and expansion of the social relationship between the players, and creating a good game social atmosphere. Moreover, the player can return to the game archive of the virtual scene 1 at any time to continue the game using the virtual object A, without affecting the game progress of the virtual object A that has been nurtured.

[0053] In the related art, a player can create multiple virtual objects when logging into the same account, and can create another new virtual object to experience the game after experiencing the game through one virtual object. However, when the player recreates the virtual object, the player needs to raise the virtual object again, for example, to obtain virtual equipment, virtual props and other game resources for the virtual object, so that the creation of the new virtual object has a large sunk cost, the player has little motivation to raise the new virtual object, and the player's game experience is reduced.

[0054] The method provided in the embodiments of the present application can transfer the resources obtained by the virtual object in one virtual scene to the virtual object in another virtual scene, so as to realize the reuse of the resources in different virtual scenes of the same account, and reduce the game difficulty of raising a new virtual object by the player.

[0055] FIG. 1 is a schematic diagram of an implementation environment of a virtual object-based interaction method provided in the embodiments of the present application. The implementation environment includes a first terminal 110, a server 120, and a second terminal 130.

[0056] The first terminal 110 is installed and runs a client 111 supporting a virtual scene, which can be an electronic game program. When the first terminal runs the client 111, a user interface of the client 111 is displayed on a screen of the first terminal 110. The first terminal 110 is a terminal used by a first user 112, and the first user controls a virtual object in a virtual scene to participate in a game on the first terminal 110.

[0057] The second terminal 130 is installed and runs a client 131 supporting a virtual scene, which can be an electronic game program. When the second terminal 130 runs the client 131, a user interface of the client 131 is displayed on a screen of the second terminal 130. The second terminal 130 is a terminal used by a second user 113, and the second user controls a virtual object in a virtual scene to participate in a game on the second terminal 130.

[0058] In a possible implementation manner, the virtual objects controlled by the first user through the first terminal 110 and the second user through the second terminal 130 are located in the same virtual scene. Alternatively, the virtual objects controlled by the first user through the first terminal 110 and the second user through the second terminal 130 are located in different virtual scenes.

[0059] In a possible implementation, the client installed on the first terminal 110 and the second terminal 130 is the same, or the clients installed on the two terminals are the same type of client on different operating system platforms (Android or IOS). The first terminal 110 can refer to one of a plurality of terminals, and the second terminal 130 can refer to another of the plurality of terminals, and the embodiments of the present application are only exemplified by the first terminal 110 and the second terminal 130. The first terminal 110 and the second terminal 130 can be of the same or different device types, and the device types include at least one of a smart phone, a tablet computer, an e-book reader, an MP3 player, an MP4 player, a laptop computer, and a desktop computer.

[0060] It can be appreciated by those skilled in the art that the number of terminals described above can be more or less. For example, the terminals described above can be only one (i.e., a user plays a game with an artificial intelligence), or the terminals described above include 10 (10 users participate in the same RPG game of the type of breaking through a pass), or more. The number of terminals and the device types are not limited in the embodiments of the present application.

[0061] It should be noted that only two terminals are shown in FIG. 1, but in different embodiments, there are a plurality of other terminals 140 that can access the server 120. Optionally, there is also one or more terminals 140 that are corresponding terminals of a developer, and a development and editing platform of the client supporting the virtual scene is installed on the terminal 140, and the developer can edit and update the client on the terminal 140, and transmit the updated client installation package to the server 120 through a wired or wireless network, and the first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0062] The first terminal 110, the second terminal 130, and the other terminals 140 are connected to the server 120 through a wireless network or a wired network.

[0063] The server 120 includes at least one of a server, a plurality of servers, a cloud computing platform, and a virtualization center. The server 120 is configured to provide background services for the client supporting the three-dimensional virtual environment. Optionally, the server 120 undertakes the main computing work, and the terminal undertakes the secondary computing work; or the server 120 undertakes the secondary computing work, and the terminal undertakes the main computing work; or the server 120 and the terminal adopt a distributed computing architecture for collaborative computing.

[0064] After introducing the implementation environment of the embodiments of the present application, the virtual object-based interaction method provided by the embodiments of the present application will be described. It should be noted that, in the following description of the technical solutions provided by the present application, the terminal is taken as an example of the execution subject. In other possible implementations, the terminal and the server can jointly execute the technical solutions provided by the present application, and the embodiments of the present application do not limit the type of execution subject.

[0065] FIG. 2 is a flowchart of a virtual object-based interaction method provided by an embodiment of the present application, and the execution subject is taken as an example of a terminal. As shown in FIG. 2, the method includes the following steps.

[0066] 201. The terminal displays a first virtual object in a first virtual scene, and the first virtual object is a virtual object controlled by a login account of the terminal.

[0067] The terminal displays a first virtual scene, and the first virtual scene includes a first virtual object controlled by a login account of the terminal. The first virtual scene is a virtual world in which the first virtual object is located, and the first virtual object participates in a game in the first virtual scene, for example, the first virtual object can interact with other virtual objects in the first virtual scene or the first virtual object completes a game task arranged in the first virtual scene, and the like.

[0068] In a possible implementation, the first virtual object can be a virtual object created by the login account of the terminal, and the first virtual object is a virtual object controlled by a user operation.

[0069] 202. If a resource transfer condition for transferring the first resource is met, the terminal transfers the first resource from a second virtual object to the first virtual object.

[0070] The second virtual object is another virtual object controlled by the account in a second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene. That is, the first virtual object and the second virtual object are virtual objects controlled by the same account, but the first virtual object and the second virtual object are in different virtual scenes.

[0071] In the embodiments of the present application, one account can create different virtual objects in different virtual scenes, the games in different virtual scenes can be the same game or different games, the game progress in different virtual scenes is independent of each other, and the virtual objects in different virtual scenes are also independent of each other. The account logged in by the local end creates a first virtual object in a first virtual scene and a second virtual object in a second virtual scene, and the first virtual object and the second virtual object both belong to the account and are controlled by the account. The first virtual object can only move or interact in the first virtual scene, and the second virtual object can only move or interact in the second virtual scene, that is, each virtual object can only be in the virtual scene where it is located and cannot be in other virtual scenes.

[0072] Optionally, the first virtual object and the second virtual object can be virtual objects of the same type, or can also be virtual objects of different types. Optionally, the first virtual scene and the second virtual scene can be virtual scenes of the same type, or can also be virtual scenes of different types.

[0073] If the resource transfer condition for transferring the first resource is met, the first resource can be transferred from the second virtual object in the second virtual scene to the first virtual object in the first virtual scene, so as to realize cross-scene resource transfer. The first resource is a game resource that can be used in a virtual scene, for example, the first resource can be virtual equipment, virtual props, virtual medicines, virtual coins, virtual buildings, or virtual pets, etc., and the type of the first resource is not limited in the embodiments of the present application. The resource transfer condition refers to a condition required for transferring the first resource from the second virtual object to the first virtual object, and when the resource transfer condition is met, the account is allowed to transfer the first resource from the second virtual object to the first virtual object.

[0074] The method provided in the embodiments of the present application can control different virtual objects in different virtual scenes by the same account, and in the case that the resource transfer condition is met, the resource of the virtual object of the account in one virtual scene can be transferred to the virtual object of the same account in another virtual scene, that is, the resources of the virtual objects of the same account in different virtual scenes can be shared, so as to realize resource reuse of the same account in different virtual scenes and improve the resource utilization rate in the virtual scene, thus it is not necessary to repeatedly acquire the same resource in each virtual scene, thereby improving the efficiency of human-computer interaction. When a new virtual scene is created to replay the game, the resources acquired in the historical virtual scene can be transferred to the current virtual scene, and it is not necessary to acquire the resources in the current virtual scene again, which greatly reduces the operation pressure of the player and improves the operation efficiency.

[0075] The embodiment of FIG. 2 is a simple introduction to the virtual object-based interaction method provided by the embodiments of the present application. The virtual object-based interaction method provided by the embodiments of the present application will be described more clearly in combination with some examples. FIG. 3 is a flowchart of another virtual object-based interaction method provided by the embodiments of the present application. Referring to FIG. 3, taking a terminal as an execution subject, the method includes the following steps.

[0076] 301. The terminal displays a first virtual object in a first virtual scene, and the first virtual object is a virtual object controlled by a locally logged-in account.

[0077] The locally logged-in account can create different virtual objects in different virtual scenes, and the account can control the created virtual objects. The game progress in different virtual scenes is independent of each other. The first virtual scene is a virtual scene in which one of the virtual objects created by the account is located, and the first virtual scene includes the first virtual object controlled by the account. In the embodiments of the present application, the virtual scene currently displayed by the terminal is the first virtual scene, and the account controls the first virtual object in the first virtual scene to participate in the game.

[0078] In a possible implementation, the terminal displays a virtual scene interface, and the virtual scene interface is used to display the first virtual scene, and the first virtual scene includes the first virtual object. Therefore, the first virtual object is displayed in the virtual scene interface.

[0079] Optionally, the virtual scene interface is used to display the virtual scene within the visual angle range of the first virtual object. The first virtual scene can further include a river, a grassland, land, a building, and the like. The virtual scene interface can include a mini-map, other action buttons, a virtual joystick area, and other control buttons, and the like. The virtual joystick area is used to control the first virtual object to walk, run, and adjust the visual angle direction of the first virtual object in the first virtual scene. The plurality of action buttons are used to control the first virtual object to perform corresponding actions in the first virtual scene. The mini-map displays the position of the first virtual object in the first virtual scene, so that the player can control the first virtual object through the virtual scene interface.

[0080] In a possible implementation, the first virtual object and a virtual object controlled by another account other than the account are displayed in the first virtual scene.

[0081] The first virtual scene further includes a virtual object controlled by another account other than the account. The locally logged-in account can control the first virtual object to interact with the virtual object of the other account, that is, multiple players can participate in the game in the first virtual scene in a multi-player mode, rather than in a single-player mode.

[0082] In the embodiments of the present application, the current account can control the virtual object to participate in a game with virtual objects controlled by other accounts in a virtual scene, thereby providing a multiplayer game scene, which is conducive to promoting interaction between different players, enhancing game fun, and improving player game experience.

[0083] 302、If the resource transfer condition for transferring the first resource is met, the terminal transfers the first resource from the second virtual object to the first virtual object.

[0084] The second virtual object is another virtual object controlled by an account in a second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene.

[0085] If the resource transfer condition for transferring the first resource is met, the first resource can be transferred from the second virtual object in the second virtual scene to the first virtual object in the first virtual scene, thereby realizing cross-scene resource transfer.

[0086] In a possible implementation, the resource transfer condition includes a condition required to be met by at least one of the first virtual scene, the first virtual object, the second virtual scene, the second virtual object, or the first resource. The resource transfer condition is described in detail below with respect to examples in which the resource transfer condition includes a condition required to be met by the first virtual scene, the first virtual object, the second virtual scene, the second virtual object, or the first resource.

[0087] First, the resource transfer condition includes a condition required to be met by the first virtual scene.

[0088] If the game progress in the first virtual scene reaches a preset progress corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes that the game progress in the first virtual scene reaches the preset progress corresponding to the first resource.

[0089] The preset progress corresponding to the first resource refers to the minimum game progress required to transfer the first resource. Optionally, the terminal stores a resource identifier of the first resource in correspondence with a progress identifier, and the progress identifier is used to indicate the preset progress corresponding to the first resource.

[0090] The virtual scene is provided with a game target, and the game progress of the virtual scene refers to the progress of completing the game target. The game target can be completing all game chapters, reaching a target game level, killing a target virtual object, or killing a target number of virtual objects.

[0091] If the game progress in the first virtual scene reaches the preset progress corresponding to the first resource, the first resource is allowed to be transferred to the first virtual object in the first virtual scene. If the game progress in the first virtual scene does not reach the preset progress corresponding to the first resource, the first resource is not allowed to be transferred to the first virtual object in the first virtual scene. Therefore, the transfer of the resource in the other virtual scene to the first virtual object in the first virtual scene needs to reach a certain game progress in the first virtual scene.

[0092] Optionally, different resources correspond to respective preset progresses. For example, the terminal determines the preset progress corresponding to the first resource according to the quality level of the first resource, and the preset progress corresponding to the first resource is positively correlated with the quality level of the first resource, and the quality level of the first resource is used to represent the quality degree of the first resource.

[0093] Optionally, the preset progress corresponding to any resource is positively correlated with the quality level of the resource. The higher the quality level of the resource is, the faster the preset progress corresponding to the resource is. The lower the quality level of the resource is, the slower the preset progress corresponding to the resource is. Optionally, the quality level of the resource can be determined according to the rarity degree, the acquisition difficulty, the addition effect brought to the virtual object, and the like of the resource.

[0094] For example, taking the virtual scene as a virtual world in an electronic game, taking the high-level props as the props bringing strong addition effects to the virtual objects, taking the low-level props as the props bringing weak addition effects to the virtual objects, and taking the quality level of the high-level props as higher than that of the low-level props. The preset progress required for transferring the high-level props in the virtual world is more than that required for transferring the low-level props in the virtual world.

[0095] In the embodiments of the present application, the first resource in the second virtual scene is allowed to be transferred to the current first virtual scene only when the current game progress in the first virtual scene reaches the game progress required for transferring the first resource, so that it can be ensured that a certain game progress in the first virtual scene has been completed when the first resource is transferred, and the situation that the powerful resource in the second virtual scene is acquired at the initial stage of the game in the first virtual scene can be avoided, which is beneficial to maintaining the game balance in the first virtual scene.

[0096] Moreover, the more the game progress in the first virtual scene is, the higher the quality level of the transferable resource is, and the more the transferable resources are, so that on the one hand, the player can be encouraged to actively promote the game progress in the first virtual scene, and on the other hand, the situation that the resource in the later stage of the game is acquired at the initial stage of the game can be avoided, and the balance is maintained.

[0097] Secondly, the resource transfer condition includes a condition required to be met by the first virtual object. Then, the step 302 includes at least one of the following:

[0098] (1) the first virtual object is the mth virtual object created by the account, and if m is not less than the first preset number of times corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes that m is not less than the first preset number of times corresponding to the first resource.

[0099] If m is not less than the first preset number of times corresponding to the first resource, the first resource is allowed to be transferred to the first virtual object in the first virtual scene. If m is less than the first preset number of times corresponding to the first resource, the first resource is not allowed to be transferred to the first virtual object in the first virtual scene.

[0100] The first preset number of times corresponding to the first resource refers to the minimum number of times of creating a virtual object required for transferring the first resource. Optionally, the terminal stores the resource identifier of the first resource in correspondence with the first preset number of times.

[0101] Optionally, different resources correspond to respective first preset numbers of times. For example, the terminal determines the first preset number of times corresponding to the first resource according to the quality level of the first resource, and the first preset number of times corresponding to the first resource is positively correlated with the quality level of the first resource. The quality level of the first resource is used to represent the quality degree of the first resource.

[0102] The first preset number of times corresponding to any resource is positively correlated with the quality level of the resource. The higher the quality level of the resource, the greater the first preset number of times corresponding to the resource. The lower the quality level of the resource, the smaller the first preset number of times corresponding to the resource. For example, taking a virtual scene as a virtual world in an electronic game, the first preset number of times required for transferring a high-level prop in the virtual world is greater than the first preset number of times required for transferring a primary prop in the virtual world.

[0103] In the embodiments of the present application, the resources allowed to be transferred for the first virtual object are different according to whether the first virtual object is the first virtual object created by the account, so different resources can be transferred when a new virtual object is created to participate in the game each time. This can help players to transfer different resources when playing the game for the second time, the third time or more, save the operation amount of the players when playing for multiple times, and improve the human-computer interaction efficiency and the game experience of multiple times.

[0104] In addition, the more times the game is started by the player, the higher the quality level of the transferable resource. On the one hand, this can stimulate the enthusiasm of the player to actively participate in the game for multiple times, and on the other hand, the more times the player plays, the more resources can be transferred, further reducing the difficulty of multiple times.

[0105] (2) If the level of the first virtual object reaches a preset level corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes that the level of the first virtual object reaches the preset level corresponding to the first resource.

[0106] The preset level corresponding to the first resource refers to the minimum level required for transferring the first resource. Optionally, the terminal stores the resource identifier of the first resource in correspondence with the preset level.

[0107] If the level of the first virtual object reaches the preset level corresponding to the first resource, the first resource is allowed to be transferred to the first virtual object in the first virtual scene. If the level of the first virtual object does not reach the preset level corresponding to the first resource, the first resource is not allowed to be transferred to the first virtual object in the first virtual scene. Therefore, transferring a resource in another virtual scene to the first virtual object in the first virtual scene requires upgrading the first virtual object to a certain level.

[0108] Optionally, different resources correspond to respective preset levels. The terminal determines the preset level corresponding to the first resource according to the quality level of the first resource, and the preset level corresponding to the first resource is positively correlated with the quality level of the first resource. The quality level of the first resource is used to represent the quality degree of the first resource.

[0109] The preset level corresponding to any resource is positively correlated with the quality level of the resource. The higher the quality level of the resource, the higher the preset level corresponding to the resource. The lower the quality level of the resource, the lower the preset level corresponding to the resource. For example, taking a virtual scene as a virtual world in an electronic game, the preset level required for transferring a high-level prop in the virtual world is higher than the preset level required for transferring a primary prop in the virtual world.

[0110] In the embodiments of the present application, the level of the first virtual object is different, and the transferable resources are also different, which can help the player to continuously transfer different resources in the process of upgrading the first virtual object, thereby improving the player's motivation to upgrade the virtual object and improving the player's game pleasure.

[0111] Moreover, the higher the level of the virtual object, the higher the quality level of the transferable resources, and the more the transferable resources, which can stimulate the player to actively promote the nurturing progress of the virtual object, and can avoid the imbalance between the resources obtained in the early stage of the virtual object and the resources obtained in the later stage of the game.

[0112] (3) If the first virtual object has completed a game task corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes that the first virtual object has completed the game task corresponding to the first resource. Optionally, different resources correspond to respective game tasks.

[0113] The game task corresponding to the first resource refers to a game task required to be completed for transferring the first resource. Optionally, the terminal stores the resource identifier of the first resource in correspondence with a task identifier, which is used to indicate the game task corresponding to the first resource.

[0114] If the first virtual object has completed the game task corresponding to the first resource, the first resource is allowed to be transferred to the first virtual object in the first virtual scene. If the first virtual object has not completed the game task corresponding to the first resource, the first resource is not allowed to be transferred to the first virtual object in the first virtual scene. Therefore, to transfer the resource in the other virtual scene to the first virtual object in the first virtual scene, the first virtual object needs to complete a specific game task.

[0115] In the embodiments of the present application, the first virtual object completes different game tasks, and the resources that can be transferred are also different, which can help the player to constantly transfer different resources when re-completing the game task in the new virtual scene, thereby improving the player's motivation to complete the game task and improving the player's game pleasure.

[0116] (4) If the object type of the first virtual object is the same as the object type of the second virtual object, the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes that the object type of the first virtual object is the same as the object type of the second virtual object.

[0117] If the object type of the first virtual object is the same as the object type of the second virtual object, the first resource is allowed to be transferred to the first virtual object in the first virtual scene. If the object type of the first virtual object is different from the object type of the second virtual object, the first resource is not allowed to be transferred to the first virtual object in the first virtual scene.

[0118] For example, the second virtual object belongs to an archer, and the first resource of the second virtual object is a bow and arrow. If the first virtual object also belongs to an archer, the bow and arrow of the second virtual object is allowed to be transferred to the first virtual object. If the first virtual object does not belong to an archer, the bow and arrow of the second virtual object is not allowed to be transferred to the first virtual object.

[0119] In the embodiments of the present application, when the object type of the first virtual object is the same as the object type of the second virtual object, the resource of the second virtual object is allowed to be transferred to the first virtual object, which can avoid the case that the resource transferred to the first virtual object does not match the first virtual object, thereby ensuring that the transferred resource can be effectively utilized.

[0120] Third, the resource transfer condition includes a condition required to be met by the second virtual scene.

[0121] If the game progress in the second virtual scene is completed, the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes that the game progress in the second virtual scene is completed.

[0122] The game progress in the second virtual scene being completed means that a game target in the second virtual scene is achieved. For example, the game target in the second virtual scene is to complete all game chapters, and if all game chapters in the second virtual scene are completed, the first resource is transferred from the second virtual object to the first virtual object.

[0123] If the game progress in the second virtual scene is completed, the first resource in the second virtual scene is allowed to be transferred to a virtual object in another virtual scene. If the game progress in the second virtual scene is not completed, the first resource in the second virtual scene is not allowed to be transferred to a virtual object in another virtual scene. Therefore, the first resource in the second virtual scene is transferred to a virtual object in another virtual scene, and the game progress in the second virtual scene needs to be completed.

[0124] In the embodiments of the present application, the first resource in the second virtual scene is allowed to be transferred to the current first virtual scene only when the game progress in the second virtual scene is completed, so that the entire game content in the second virtual scene is experienced when the first resource is transferred. By increasing this threshold, on the one hand, the second virtual scene can be prevented from losing resources in the case where the game progress is not completed, so as to ensure the normal progress of the game in the second virtual scene, and on the other hand, the player can be prevented from creating virtual objects without restraint to obtain resources unlimitedly, which is conducive to maintaining the overall game balance and avoiding the destruction of the game ecology.

[0125] Fourthly, the resource transfer condition includes a condition required to be met by the second virtual object. Step 302 includes at least one of the following:

[0126] (1) The second virtual object is the nth virtual object created by an account, and if n is not greater than a second preset number of times corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes that n is not greater than the second preset number of times corresponding to the first resource. Optionally, different resources correspond to respective second preset numbers of times.

[0127] The second preset number of times corresponding to the first resource means the minimum number of times of creating virtual objects required to be reached when the first resource is transferred. Optionally, the terminal stores the resource identifier of the first resource and the second preset number of times correspondingly.

[0128] If n is not greater than the second preset number of times corresponding to the first resource, the first resource of the second virtual object is allowed to be transferred to a virtual object in another virtual scene. If n is greater than the second preset number of times corresponding to the first resource, the first resource of the second virtual object is not allowed to be transferred to a virtual object in another virtual scene.

[0129] In the embodiments of the present application, the allowed transferred resource of the second virtual object is different according to whether the second virtual object is the first virtual object created by the account, thereby improving the flexibility of resource transfer. For example, the number of allowed transferred resources is reduced when multiple rounds are played, which can avoid players from unlimitedly obtaining resources by creating virtual objects without control, and is conducive to maintaining overall game balance and avoiding damage to the game ecology.

[0130] (2) If the time length between the time point of the last time the second virtual object is controlled and the current time point reaches a preset time length, the first resource is transferred from the second virtual object to the first virtual object. That is, the resource transfer condition includes that the time length between the time point of the last time the second virtual object is controlled and the current time point reaches a preset time length.

[0131] The preset time length corresponding to the first resource refers to the minimum time length required for transferring the first resource. Optionally, the terminal stores the resource identifier of the first resource in correspondence with the preset time length.

[0132] If the time length between the time point of the last time the second virtual object is controlled and the current time point reaches a preset time length, it is considered that the player has not played the second virtual object for a long time, and the resource of the second virtual object is in an idle state, so the first resource of the second virtual object is allowed to be transferred to a virtual object in another virtual scene. If the preset time length is not reached, it is considered that the player still wants to continue playing the second virtual object, and the resource of the second virtual object is used by the second virtual object, so the first resource of the second virtual object is not allowed to be transferred to a virtual object in another virtual scene.

[0133] In the embodiments of the present application, when the time length between the time point of the last time the second virtual object is controlled and the current time point reaches a preset time length, the resource of the second virtual object is allowed to be transferred to the first virtual object, which can ensure that the resource of the second virtual object is transferred to another resource only when the player does not use the second virtual object to participate in the game for a long time, thereby recycling the resource of the second virtual object that is no longer used, improving the utilization rate of the resource, and avoiding the waste of the resource of the abandoned virtual object.

[0134] Fifth, the resource transfer condition includes a condition required to be met by the first resource.

[0135] If the resource type of the first resource belongs to the target resource type, the first resource is allowed to be transferred. If the resource type of the first resource does not belong to the target resource type, the first resource is not allowed to be transferred.

[0136] If the resource type of the first resource belongs to the target resource type, the first resource is allowed to be transferred. If the resource type of the first resource does not belong to the target resource type, the first resource is not allowed to be transferred.

[0137] For example, the resources with high acquisition difficulty in the virtual scene can be set as the target resource type. For example, the resources of the target resource type can include rewards issued by completing a time-limited task, purchased game props, rare equipment randomly dropped by defeating a level monster, and the like. For resources with low acquisition difficulty in the virtual scene, the resources with low acquisition difficulty can be set as the non-target resource type. For example, the resources of the non-target resource type can include renewable virtual vegetation in the virtual scene, conventional equipment randomly dropped by defeating a wild area monster, and the like.

[0138] In the embodiment of the application, the first resource is allowed to be transferred only when the first resource belongs to the target resource type. This can facilitate the specification of the resource type allowed to be transferred, and is conducive to improving the controllability of resource transfer.

[0139] In a possible implementation, the first resource is transferred after virtual resources of the account are deducted. Step 302 includes: if the resource transfer condition for transferring the first resource is met, and a target amount of virtual resources has been deducted from the account of the account, the first resource is transferred from the second virtual object to the first virtual object, and the target amount of virtual resources is the virtual resource to be deducted for transferring the first resource.

[0140] The following describes the difference between the first resource of the virtual object and the virtual resource of the account. The first resource refers to a game resource of the virtual object, and the first resource is used in the game process. For example, the first resource can be virtual equipment, virtual props, virtual clothing, or virtual pets of the virtual object. The virtual resource of the account is a resource stored in the account of the account. For example, the virtual resource of the account can be virtual gold coins or virtual coupons circulating in the game. The virtual resource of the account can be used to exchange game resources such as virtual equipment or virtual props, and can also be used to unlock permissions in the game, such as a transfer permission of a game resource or a permission for playing a game level.

[0141] Optionally, in response to the unlocking operation of the transfer permission of the first resource, a target amount of virtual resources is deducted from the account of the account, the transfer permission of the first resource is unlocked by the account, and the target amount of virtual resources is the virtual resource required to unlock the transfer permission of the first resource. After the account has unlocked the transfer permission of the first resource, if the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object.

[0142] In the embodiments of the present application, the player is provided with a way to unlock the transfer permission of the first resource, and the player can use the virtual resources of the account to unlock the transfer permission of the first resource. In the case where the account has unlocked the transfer permission of the first resource, the account is allowed to transfer the first resource from one virtual object controlled by the account to another virtual object controlled by the account. In the case where the account has not unlocked the transfer permission of the first resource, the account is not allowed to transfer the first resource from one virtual object to another virtual object.

[0143] In the embodiments of the present application, when the first resource of the second virtual object in the second virtual scene is transferred to the first virtual object in the first virtual scene, the resource transfer condition includes a condition required to be met by at least one of the first virtual scene, the first virtual object, the second virtual scene, the second virtual object or the first resource. Therefore, the resource transfer condition can be designed from different angles, and the resource transfer condition under different angles can bring different game effects, which is conducive to enriching the game content and improving the flexibility of resource transfer, thereby improving the player's game experience.

[0144] 303、In response to the transfer operation of the second resource of the first virtual object, the terminal displays a virtual object controlled by the account in a virtual scene other than the first virtual scene, and in response to a selection operation on the third virtual object that has been displayed, the second resource is transferred from the first virtual object to the third virtual object.

[0145] The first virtual object has a second resource. If the player wants to transfer the second resource of the first virtual object to another virtual object in another virtual scene, a transfer operation is performed on the second resource, and a third virtual object is selected from the virtual objects controlled by the account in the virtual scene other than the first virtual scene as a transfer target, so that the second resource is transferred from the first virtual object to the third virtual object.

[0146] For example, the second resource of the first virtual object is a low-level armor, and the player wants to transfer the high-level armor of the second virtual object in the second virtual scene to the first virtual object, but the same virtual object can only hold one armor. Therefore, the player can first transfer the low-level armor of the first virtual object to the third virtual object, and then transfer the high-level armor of the second virtual object to the first virtual object.

[0147] Alternatively, the second resource of the first virtual object is a virtual vehicle, which is transferred from the third virtual object to the first virtual object by the player, and if the player wants to control the third virtual object to participate in the game again, the virtual vehicle can be transferred from the first virtual object to the third virtual object again, so as to return the virtual vehicle to the third virtual object.

[0148] In the embodiments of the present application, the resource of the first virtual object in the current first virtual scene can also be transferred to a virtual object in another virtual scene, that is, the resource of the first virtual object can be transferred out, further improving the flexibility of resource transfer.

[0149] It should be noted that the step 303 is an optional step, that is, in other embodiments, the step 303 can also not be performed.

[0150] 304, the terminal issues a third resource to the first virtual object based on historical data of the account. In the embodiments of the present application, if the first virtual object is not the first virtual object created by the account, the terminal can also issue a third resource to the first virtual object based on historical data of the account. It should be noted that the third resource is a resource directly issued to the first virtual object, rather than a resource transferred to the first virtual object from another virtual object.

[0152] The historical data includes at least one of a level of a historical virtual object or a game progress of a virtual scene in which the historical virtual object is located, and the historical virtual object refers to a virtual object with a creation time earlier than the first virtual object, and the historical virtual object is a virtual object created by the account.

[0153] For example, the quality level of the third resource issued to the first virtual object is positively correlated with the level of the historical virtual object. That is, the higher the level of the historical virtual object, the higher the quality level of the third resource. The lower the level of the historical virtual object, the lower the quality level of the third resource.

[0154] For example, the quality level of the third resource issued to the first virtual object is positively correlated with the game progress of the virtual scene in which the historical virtual object is located. That is, the faster the game progress of the virtual scene in which the historical virtual object is located, the higher the quality level of the third resource. The slower the game progress of the virtual scene in which the historical virtual object is located, the lower the quality level of the third resource.

[0155] In a possible implementation manner, the terminal displays a reward collection option, and in response to a triggering operation on the reward collection option, issues the third resource to the first virtual object. Alternatively, the terminal sends a reward email to the first virtual object, and the reward email carries the third resource.

[0156] In the embodiments of the present application, according to the historical data of the account, additional resources can be issued for the current first virtual object, so that the player can be encouraged to actively participate in the game in each game and promote the game progress, and at the same time, the player is also provided with the motivation to play the game for multiple rounds, which is beneficial to enhance the game fun and improve the game experience of the player.

[0157] It should be noted that the step 304 is an optional step, that is, in other embodiments, the step 304 can also not be performed.

[0158] 305、The terminal switches the currently displayed first virtual scene to the second virtual scene in response to the switching operation on the second virtual scene.

[0159] The terminal currently displays the first virtual scene, and the player participates in the game in the first virtual scene. If the player wants to participate in the game in other virtual scenes, the other virtual scenes can also be displayed by switching. For example, if the player wants to participate in the game in the second virtual scene, a switching operation on the second virtual scene can be performed, and the terminal switches the currently displayed first virtual scene to the second virtual scene in response to the switching operation.

[0160] In the embodiments of the present application, the currently displayed virtual scene can be switched to other virtual scenes, so that the player can control different virtual objects to participate in the game in different virtual scenes in parallel, thereby improving the flexibility of the game process.

[0161] It should be noted that the step 305 is an optional step, that is, in other embodiments, the step 305 can also not be performed.

[0162] The method provided in the embodiments of the present application can control different virtual objects in different virtual scenes by the same account. For any two different virtual scenes, the resource of the virtual object of the account in one of the virtual scenes can be transferred to the virtual object of the same account in the other virtual scene under the condition that the resource transfer condition is met, that is, the resources of the virtual objects of the same account in different virtual scenes can be shared, so as to realize the resource reuse of the same account in different virtual scenes and improve the resource utilization rate in the virtual scene. Therefore, it is not necessary to repeatedly acquire the same resource in each virtual scene, thereby improving the efficiency of human-computer interaction. Moreover, when a new virtual scene is created to replay the game, the resources acquired in the historical virtual scene can be transferred to the current virtual scene, without the need to acquire the resources in the current virtual scene again, thereby greatly reducing the operation pressure of the player and improving the operation efficiency.

[0163] On the basis of the above embodiments, the following embodiments of FIG. 4 and FIG. 6 respectively illustrate two time points of transferring the first resource.

[0164] FIG. 4 is a flowchart of another method for interacting with virtual objects according to an embodiment of the present application. The method is performed by a terminal and is described with reference to FIG. 4. The method includes the following steps.

[0165] 401. The terminal displays a first virtual object in a first virtual scene, the first virtual object being a virtual object controlled by an account logged in at the terminal.

[0166] The process of this step 401 is the same as that of the step 301 described above, and thus is not described again.

[0167] 402. The terminal displays a plurality of resources of a second virtual object in response to a resource viewing operation on the second virtual object in a second virtual scene.

[0168] The second virtual object is another virtual object controlled by the account in the second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene.

[0169] In the embodiment of the present application, when the terminal displays the first virtual object in the first virtual scene, the resources of the virtual object in other virtual scenes can also be viewed. If a player wants to view the resources of a second virtual object in a second virtual scene, the player performs a resource viewing operation on the second virtual object, so that the terminal displays the plurality of resources of the second virtual object.

[0170] FIG. 5 is a schematic diagram of a virtual scene interface according to an embodiment of the present application. As shown in FIG. 5, the terminal displays a first virtual object 501 and a plurality of resources 502 of the first virtual object in the virtual scene interface. In response to a resource viewing operation on a second virtual object, the terminal switches the plurality of resources 502 of the first virtual object currently displayed to a plurality of resources 503 of the second virtual object.

[0171] In a possible implementation, for each resource of the plurality of resources of the second virtual object, if a resource transfer condition for transferring the resource is met, the resource is displayed in a first display mode, and if the resource transfer condition for transferring the resource is not met, the resource is displayed in a second display mode. For example, the first display mode is a touchable display mode, and the second display mode is a non-touchable display mode.

[0172] In the embodiment of the present application, different display modes can be used to display the resources according to whether the resources meet the resource transfer condition, so that the player can be intuitively prompted which resources are transferable and which resources are not transferable, without the player having to query whether the resources are transferable, thereby improving the display effect and the efficiency of human-computer interaction.

[0173] 403. The terminal transfers a first resource from the second virtual object to the first virtual object in response to a transfer operation on the first resource of the plurality of resources, if a resource transfer condition for transferring the first resource is met.

[0174] If the player wants to transfer the first resource to the first virtual object, a transfer operation on the first resource is performed, and the terminal, in response to the transfer operation on the first resource, transfers the first resource from the second virtual object to the first virtual object if a resource transfer condition for transferring the first resource is met. If the resource transfer condition for transferring the first resource is not met, a transfer failure message is displayed. Optionally, the transfer failure message can include a transfer failure reason and the like.

[0175] The method provided in the embodiments of the present application, when the player performs a transfer operation on the first resource, performs the step of transferring the first resource to the first virtual object, and the timing of transferring the resource is controlled by the player, which on the one hand can provide the player with a higher degree of freedom operation space, and on the other hand the player can perform the transfer operation at any time to quickly transfer the resource, thereby improving the convenience of resource transfer.

[0176] FIG. 6 is a flowchart of another virtual object-based interaction method provided in the embodiments of the present application, which is performed by a terminal, as shown in FIG. 6, and the method includes the following steps:

[0177] 601. The terminal displays an inheritance option of a second virtual object in a second virtual scene.

[0178] The inheritance option of the second virtual object is used to request to create an inherited object of the second virtual object. The inherited object of the second virtual object refers to an object that inherits the resource of the second virtual object.

[0179] FIG. 7 is a schematic diagram of a virtual object creation interface provided in the embodiments of the present application. As shown in FIG. 7, the terminal displays a virtual object creation interface, taking the second virtual scene to which the second virtual object belongs, i.e., world 2, as an example. The virtual object creation interface displays an inheritance option 703 of the second virtual object that has been created, and the inheritance option 703 displays "inherit role". In addition to creating a new virtual object through the inheritance option 703, the virtual object creation interface also displays a creation option 702, which is used to request to create a virtual object, and the created virtual object is not an inherited object of any virtual object. In addition, the virtual object creation interface also includes an inheritance option 701 of another virtual object.

[0180] In a possible implementation manner, if an inheritance condition for inheriting the second virtual object is met, the inheritance option of the second virtual object is displayed. If the inheritance condition for inheriting the second virtual object is not met, the inheritance option of the second virtual object is not displayed.

[0181] Optionally, the inheritance condition for inheriting the second virtual object includes at least one of the following:

[0182] (1) the game progress in the second virtual scene has been completed.

[0183] (2) the second virtual object is the n th virtual object created by the account, and n is not greater than the second preset number of times corresponding to the first resource.

[0184] (3) a time length between a time point of last time controlling the second virtual object and a current time point reaches a preset time length.

[0185] 602、the terminal creates the first virtual object in the first virtual scene in response to the triggering operation on the inheritance option of the second virtual object, and the first virtual object is used as the inherited object of the second virtual object.

[0186] If the user wants to create the inherited object of the second virtual object, the triggering operation on the inheritance option of the second virtual object is performed, so that the first virtual object is created in the first virtual scene, and the first virtual object is used as the inherited object of the second virtual object.

[0187] 603、the terminal displays the first virtual object in the first virtual scene, and the first virtual object is a virtual object controlled by the account logged in the terminal.

[0188] The process of the step 603 is the same as that of the step 301, and will not be repeated here.

[0189] 604、if the first virtual object is the inherited object of the second virtual object, and the resource transfer condition of transferring the first resource is met, the terminal transfers the first resource from the second virtual object to the first virtual object.

[0190] Since the first virtual object is the inherited object of the second virtual object, when the resource transfer condition of transferring the first resource of the second virtual object is met, the terminal automatically transfers the first resource from the second virtual object to the first virtual object, without the need for the player to manually perform the transfer operation.

[0191] The method provided by the embodiment of the application can automatically transfer the first resource to the first virtual object once the resource transfer condition of transferring the first resource is met when the first virtual object is the inherited object of the second virtual object, without the need for the player to perform the transfer operation, saving the operation time of the player and being conducive to improving the efficiency of human-computer interaction.

[0192] In addition, the player can create the first virtual object as the inherited object of the second virtual object, so as to one-key transfer the resource of the second virtual object to the first virtual object, and then automatically transfer the resource of the second virtual object to the first virtual object when the resource transfer condition is met, without the need for the player to separately transfer each resource of the second virtual object, saving the operation time of the player and improving the efficiency of human-computer interaction.

[0193] On the basis of the above-mentioned embodiments, the client of the terminal is connected with a game server (DS), and the game server is connected with a data server (DB). The game server is configured to provide services for the client, and the data server is configured to store game data of the client. When it is required to transfer the first resource of the second virtual object to the first virtual object, the client sends a resource transfer request to the game server. The resource transfer request is configured to request to transfer the first resource of the second virtual object in the second virtual scene to the first virtual object in the first virtual scene. The game server sends a resource transfer request to the data server in response to the resource transfer request. The data server instructs the game server to transfer the first resource from the resource library of the second virtual object to the temporary backpack and then transfer the first resource from the temporary backpack to the resource library of the first virtual object in response to the resource transfer request.

[0194] In a possible implementation manner, the first resource is referred to as a prop N, the first virtual scene is referred to as world 1, the second virtual scene is referred to as world 2, the prop N is equipped at a position a of the first virtual object, and the prop N is equipped at a position b of the second virtual object. The resource transfer process of transferring the prop of the world 2 to the world 1 can be referred to the flowcharts shown in FIGS. 8-13.

[0195] FIG. 8 is a flowchart of a resource transfer method provided by an embodiment of the present application. As shown in FIG. 8, the client sends a request to the game server to transfer the prop N from the position b of the world 2 to the position a of the world 1. The game server sends a request to the data server to remove the prop N from the world 2 and transfer it to the temporary backpack. The data server returns an operation failure to the game server. The game server returns an operation failure to the client. Then, the client displays a prompt message of the operation failure.

[0196] FIG. 9 is a flowchart of another resource transfer method provided by an embodiment of the present application. As shown in FIG. 9, the client sends a request to the game server to transfer the prop N from the position b of the world 2 to the position a of the world 1. The game server sends a request to the data server to remove the prop N from the world 2 and transfer it to the temporary backpack of the world 1. In the case of an operation success, the prop N enters the temporary backpack. The game server queries whether the position a of the world 1 is empty. If the position a of the world 1 is empty, the prop of the position b of the world 2 is emptied. The prop N is transferred from the temporary backpack to the position a of the world 1. The change of the props of the world 2 and the world 1 is synchronized to the client.

[0197] FIG. 10 is a flowchart of another resource transfer method according to an embodiment of the present application. As shown in FIG. 10, the client requests the game server to transfer the item N from location b in world 2 to location a in world 1. The game server requests the data server to remove the item N from world 2 and transfer it to a temporary backpack in world 1. If the operation is successful, the item N enters the temporary backpack. The game server checks whether location a in world 1 is empty. If not, the game server clears the item cache of location b in world 2, removes the item N from the temporary backpack, and re-sends the item N to world 2 in the form of a mail. If the operation fails, the game server sends a prompt message to the client.

[0198] FIG. 11 is a flowchart of another resource transfer method according to an embodiment of the present application. As shown in FIG. 11, the client requests the game server to transfer the item N from location b in world 2 to location a in world 1. The game server requests the data server to remove the item N from world 2 and transfer it to a temporary backpack in world 1. If the operation is successful, the item N enters the temporary backpack. The game server checks whether location a in world 1 is empty. If not, the game server clears the item cache of location a in world 1, requests the data server to remove the item in location a in world 1 and transfer it to location b in world 2, and sends an operation failure message to the game server. If the operation fails, the game server clears the item cache of location b in world 2, removes the item N from the temporary backpack, re-sends the item N to world 2 in the form of a mail, and sends a prompt message to the client.

[0199] FIG. 12 is a flowchart of another resource transfer method according to an embodiment of the present application. As shown in FIG. 12, the client requests the game server to transfer the item N from location b in world 2 to location a in world 1. The game server requests the data server to remove the item N from world 2 and transfer it to a temporary backpack in world 1. If the operation is successful, the item N enters the temporary backpack. The game server checks whether location a in world 1 is empty. If not, the game server clears the item cache of location a in world 1, requests the data server to remove the item in location a in world 1 and transfer it to location b in world 2, and sends an operation success message to the game server. If the operation is successful, the game server transfers the item in location a in world 1 to the item cache of location b in world 2, removes the item N from the temporary backpack, re-sends the item N to world 2 or world 1 in the form of a mail, and sends a prompt message to the client.

[0200] FIG. 13 is a flowchart of another resource transfer method according to an embodiment of the present application. As shown in FIG. 13, the client requests the game server to transfer prop N from position b in world 2 to position a in world 1. The game server requests the data server to remove prop N from world 2 and transfer it to the temporary backpack in world 1. If the operation is successful, prop N enters the temporary backpack. The game server queries whether position a in world 1 is empty. If not, the game server clears the prop cache in position a in world 1 and requests the data server to remove the prop in position a in world 1 and enter position b in world 2. If the operation is successful, the data server sends an operation success message to the game server. If position a in world 1 is empty, the game server transfers the prop in position a in world 1 to the prop cache in position b in world 2, transfers prop N from the temporary backpack to position a in world 1, and synchronizes the prop change in world 2 and world 1 to the client.

[0201] In a possible implementation, the resource transfer process of transferring prop M in world 1 to world 2 is shown in the flowcharts of FIGS. 14-15.

[0202] FIG. 14 is a flowchart of another resource transfer method according to an embodiment of the present application. As shown in FIG. 14, the client requests the game server to transfer prop M from position a in world 1 to position b in world 2. The game server requests the data server to transfer prop M from world 1 to position b in world 2. The data server returns an operation failure to the game server. The game server returns an operation failure to the client. The client displays a prompt message indicating operation failure.

[0203] FIG. 15 is a flowchart of another resource transfer method according to an embodiment of the present application. As shown in FIG. 15, the client requests the game server to transfer prop M from position a in world 1 to position b in world 2. The game server requests the data server to transfer prop M from world 1 to position b in world 2. The data server returns an operation success to the game server. The game server places prop M in position b in world 2 and synchronizes the prop change in world 2 and world 1 to the client.

[0204] FIG. 16 is a structural schematic diagram of an interaction device based on virtual objects according to an embodiment of the present application. As shown in FIG. 16, the device includes:

[0205] The display module 1601 displays a first virtual object in a first virtual scene, the first virtual object being a virtual object controlled by a login account of the local end.

[0206] The resource transfer module 1602 is configured to, if a resource transfer condition for transferring the first resource is met, transfer the first resource from the second virtual object to the first virtual object.

[0207] The second virtual object is another virtual object controlled by the account in a second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene.

[0208] The interaction device based on virtual objects provided by the embodiments of the present application can control different virtual objects in different virtual scenes by the same account. For any two different virtual scenes, the resource of the virtual object of the same account in one virtual scene can be transferred to the virtual object of the same account in another virtual scene under the condition that the resource transfer condition is met, that is, the resources of the virtual objects of the same account in different virtual scenes can be shared, so that the resource reuse of the same account in different virtual scenes is realized, and the resource utilization rate in the virtual scene is improved. Therefore, it is not necessary to repeatedly acquire the same resource in each virtual scene, thereby improving the efficiency of human-computer interaction. Moreover, when a new virtual scene is created to replay the game, the resource acquired in the historical virtual scene can be transferred to the current virtual scene, and it is not necessary to acquire the resource in the current virtual scene again, thereby greatly reducing the operation pressure of the player and improving the operation efficiency.

[0209] Optionally, referring to FIG. 17, the resource transfer condition includes a condition required to be met by at least one of the first virtual scene, the first virtual object, the second virtual scene, the second virtual object, or the first resource.

[0210] Optionally, referring to FIG. 17, the resource transfer module 1602 is configured to:

[0211] If the game progress in the first virtual scene reaches a preset progress corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object.

[0212] Optionally, different resources correspond to respective preset progress.

[0213] Optionally, referring to FIG. 17, the resource transfer module 1602 is configured to implement at least one of the following:

[0214] The first virtual object is an mth virtual object created by the account, and if m is not less than a first preset number corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object.

[0215] If the level of the first virtual object reaches a preset level corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object.

[0216] If the first virtual object has completed a game task corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object.

[0217] If the object type of the first virtual object is the same as the object type of the second virtual object, the first resource is transferred from the second virtual object to the first virtual object.

[0218] Optionally, different resources correspond to respective first preset numbers; or different resources correspond to respective preset levels; or different resources correspond to respective game tasks.

[0219] Optionally, referring to FIG. 17, the resource transfer module 1602 is configured to:

[0220] If the game progress in the second virtual scene has been completed, the first resource is transferred from the second virtual object to the first virtual object.

[0221] Optionally, referring to FIG. 17, the resource transfer module 1602 is configured to implement at least one of the following:

[0222] The second virtual object is the nth virtual object created by the account, and if n is not greater than a second preset number corresponding to the first resource, the first resource is transferred from the second virtual object to the first virtual object.

[0223] If the time length between the time point of the last time the second virtual object is controlled and the current time point reaches a preset time length, the first resource is transferred from the second virtual object to the first virtual object.

[0224] Optionally, different resources correspond to respective second preset numbers.

[0225] Optionally, referring to FIG. 17, the resource transfer module 1602 is configured to:

[0226] If the resource type of the first resource belongs to a target resource type, the first resource is transferred from the second virtual object to the first virtual object, and the target resource type refers to a resource type that is allowed to be transferred.

[0227] Optionally, referring to FIG. 17, the resource transfer module 1602 is configured to:

[0228] If a resource transfer condition for transferring the first resource is met, and a target number of virtual resources have been deducted from the account of the account, the first resource is transferred from the second virtual object to the first virtual object, and the target number of virtual resources is the virtual resource required to be deducted for transferring the first resource.

[0229] Optionally, referring to FIG. 17, the resource transfer module 1602 is configured to:

[0230] In response to a resource viewing operation on the second virtual object, a plurality of resources of the second virtual object are displayed.

[0231] In response to a transfer operation on a first resource in the plurality of resources, if a resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object.

[0232] Optionally, referring to FIG. 17, the resource transfer module 1602 is configured to:

[0233] For each resource in the plurality of resources, if a resource transfer condition for transferring the resource is met, the resource is displayed in a first display mode, and if the resource transfer condition for transferring the resource is not met, the resource is displayed in a second display mode.

[0234] Optionally, referring to FIG. 17, the resource transfer module 1602 is configured to:

[0235] If the first virtual object is an inherited object of the second virtual object and the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object.

[0236] The inherited object of the second virtual object refers to an object that inherits resources of the second virtual object.

[0237] Optionally, referring to FIG. 17, the apparatus further includes:

[0238] The display module 1601 is configured to display an inheritance option of the second virtual object.

[0239] The object creation module 1603 is configured to, in response to a triggering operation on the inheritance option of the second virtual object, create the first virtual object in the first virtual scene, the first virtual object being configured to be an inherited object of the second virtual object.

[0240] Optionally, referring to FIG. 17, the display module 1601 is further configured to, in response to a transfer operation on a second resource of the first virtual object, display a virtual object controlled by the account in a virtual scene other than the first virtual scene.

[0241] The resource transfer module 1602 is further configured to, in response to a selection operation on the displayed third virtual object, transfer the second resource from the first virtual object to the third virtual object.

[0242] Optionally, referring to FIG. 17, the apparatus further includes:

[0243] The resource distribution module 1604 is configured to distribute a third resource to the first virtual object based on historical data of the account.

[0244] The historical data includes at least one of a level of a historical virtual object or a game progress of a virtual scene in which the historical virtual object is located, the historical virtual object being a virtual object created at a time point earlier than the first virtual object.

[0245] Optionally, referring to FIG. 17, a display module 1601 is configured to:

[0246] display the first virtual object and the virtual object controlled by the account other than the account in the first virtual scene.

[0247] Optionally, referring to FIG. 17, the apparatus further includes:

[0248] a virtual scene switching module 1605 configured to switch the first virtual scene currently displayed to a second virtual scene in response to a switching operation of the second virtual scene.

[0249] It should be noted that the above-described apparatus for interaction based on virtual objects is only exemplified by the division of the above-described functional modules. In actual applications, the above-described functions can be completed by different functional modules according to needs, that is, the internal structure of the computer device is divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus for interaction based on virtual objects and the method for interaction based on virtual objects provided in the above-described embodiments belong to the same concept, and the specific implementation process is described in the method embodiments, which will not be repeated here.

[0250] The embodiments of the present application also provide a computer device, which includes a processor and a memory. The memory stores at least one computer program, which is loaded and executed by the processor to implement the operations performed in the method for interaction based on virtual objects of the above-described embodiments.

[0251] Optionally, the computer device is provided as a terminal. FIG. 18 shows a structural schematic diagram of a terminal 1800 according to an example embodiment of the present application.

[0252] The terminal 1800 includes a processor 1801 and a memory 1802.

[0253] The processor 1801 can include one or more processing cores, such as a 4-core processor, an 8-core processor, etc. The processor 1801 can be implemented in at least one of a hardware form of a DSP (Digital Signal Processing), an FPGA (Field Programmable Gate Array), and a PLA (Programmable Logic Array). The processor 1801 can also include a main processor and a coprocessor. The main processor is a processor for processing data in an awake state, also known as a CPU (Central Processing Unit). The coprocessor is a low-power processor for processing data in a standby state.

[0254] The memory 1802 can include one or more computer-readable storage media. The computer-readable storage media can be non-transitory. The memory 1802 can also include high-speed random access memory and can include nonvolatile memory, such as one or more magnetic disk storage devices, optical storage devices, flash memory devices, or other nonvolatile solid-state storage devices. In some embodiments, the non-transitory computer-readable storage medium of the memory 1802 is used to store at least one computer program for being loaded by the processor 1801 to implement the virtual object-based interaction method provided by the method embodiments.

[0255] In some embodiments, the terminal 1800 can further optionally include a peripheral device interface 1803 and at least one peripheral device. The processor 1801, the memory 1802, and the peripheral device interface 1803 can be connected through a bus or a signal line. Each peripheral device can be connected to the peripheral device interface 1803 through a bus, a signal line, or a circuit board. Optionally, the peripheral device includes at least one of a radio frequency circuit 1804, a display screen 1805, a camera assembly 1806, an audio circuit 1807, and a power supply 1808.

[0256] In some embodiments, the terminal 1800 further includes one or more sensors 1809. The one or more sensors 1809 include, but are not limited to, an acceleration sensor 1810, a gyroscope sensor 1811, a pressure sensor 1812, an optical sensor 1813, and a proximity sensor 1814.

[0257] Those skilled in the art can understand that the structure shown in FIG. 18 does not constitute a limitation on the terminal 1800, and can include more or fewer components than those shown, or combine certain components, or use different component arrangements.

[0258] Optionally, the computer device is provided as a server. FIG. 19 is a structural schematic diagram of a server 1900 according to an embodiment of the present application. The server 1900 can have a great difference due to different configurations or performances, and can include one or more processors (Central Processing Units, CPUs) 1901 and one or more memories 1902. The memory 1902 stores at least one computer program, which is loaded and executed by the processor 1901 to implement the method provided by each method embodiment. Of course, the server can also have a wired or wireless network interface, a keyboard, and an input and output interface, and other components for realizing the functions of the device, which are not described here.

[0259] The embodiment of the present application further provides a computer readable storage medium, and at least one computer program is stored in the computer readable storage medium, the at least one computer program is loaded and executed by a processor to realize the operation performed by the virtual object-based interaction method of the above-mentioned embodiment.

[0260] The embodiment of the present application further provides a computer program product, comprising a computer program, the computer program is loaded and executed by a processor to realize the operation performed by the virtual object-based interaction method of the above-mentioned embodiment.

[0261] Those skilled in the art can understand that all or part of the steps of the above-mentioned embodiments can be completed by hardware, or by a program instructing relevant hardware to complete, and the program can be stored in a computer readable storage medium, and the storage medium mentioned above can be a read-only memory, a magnetic disk or an optical disk.

[0262] The above-mentioned is only optional embodiment of the present application, and does not limit the present application, and any modification, equivalent replacement, improvement, etc. made within the spirit and principle of the present application should be included in the protection scope of the present application.

Claims

1. A virtual object-based interaction method, executed by a computer device, the method comprising: displaying a first virtual object in a first virtual scene, the first virtual object being a virtual object controlled by a locally logged-in account; transferring a first resource from a second virtual object to the first virtual object if a resource transfer condition for transferring the first resource is met; wherein the second virtual object is another virtual object controlled by the account in a second virtual scene, and the second virtual scene is any virtual scene other than the first virtual scene. The resource transfer condition comprises a condition required to be met by at least one of the first virtual scene, the first virtual object, the second virtual scene, the second virtual object, or the first resource.

2. The method of claim 1, wherein, The transferring the first resource from the second virtual object to the first virtual object if the resource transfer condition for transferring the first resource is met comprises:

3. The method of claim 2, wherein, transferring the first resource from the second virtual object to the first virtual object if a game progress in the first virtual scene reaches a preset progress corresponding to the first resource. Different resources correspond to respective preset progresses.

4. The method of claim 3, wherein, The transferring the first resource from the second virtual object to the first virtual object if the resource transfer condition for transferring the first resource is met comprises at least one of:

5. The method according to any one of claims 2 to 4, wherein, The first virtual object is an mth virtual object created by the account, and the first resource is transferred from the second virtual object to the first virtual object if the m is not less than a first preset number corresponding to the first resource. The first resource is transferred from the second virtual object to the first virtual object if a level of the first virtual object reaches a preset level corresponding to the first resource. The first resource is transferred from the second virtual object to the first virtual object if the first virtual object has completed a game task corresponding to the first resource. The first resource is transferred from the second virtual object to the first virtual object if an object type of the first virtual object is the same as an object type of the second virtual object. Different resources correspond to respective first preset numbers, or different resources correspond to respective preset levels, or different resources correspond to respective game tasks.

6. The method of claim 5, wherein, The transferring the first resource from the second virtual object to the first virtual object if the resource transfer condition for transferring the first resource is met comprises:

7. The method according to any one of claims 2 to 6, wherein, The first resource is transferred from the second virtual object to the first virtual object if a game progress in the second virtual scene has been completed. The transferring the first resource from the second virtual object to the first virtual object if the resource transfer condition for transferring the first resource is met comprises at least one of:

8. The method according to any one of claims 2 to 7, wherein, The second virtual object is an nth virtual object created by the account, and the first resource is transferred from the second virtual object to the first virtual object if the n is not greater than a second preset number corresponding to the first resource. ​ If a time length between a time point when the second virtual object is last controlled and a current time point reaches a preset time length, the first resource is transferred from the second virtual object to the first virtual object.

9. The method of claim 8, wherein, Different resources correspond to respective second preset numbers.

10. The method according to any one of claims 2 to 9, wherein, If the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object. If a resource type of the first resource belongs to a target resource type, the first resource is transferred from the second virtual object to the first virtual object, where the target resource type refers to a resource type allowed to be transferred.

11. The method according to any one of claims 1 to 10, wherein, If the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object. If the resource transfer condition for transferring the first resource is met, and a target amount of virtual resources has been deducted from an account of the account, the first resource is transferred from the second virtual object to the first virtual object, where the target amount of virtual resources refers to virtual resources required to be deducted for transferring the first resource.

12. The method according to any one of claims 1 to 11, wherein, If the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object. In response to a resource viewing operation on the second virtual object, a plurality of resources of the second virtual object are displayed. In response to a transfer operation on the first resource in the plurality of resources, if a resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object.

13. The method of claim 12, wherein, The display of the plurality of resources of the second virtual object includes: For each resource in the plurality of resources, if a resource transfer condition for transferring the resource is met, the resource is displayed in a first display mode, and if the resource transfer condition for transferring the resource is not met, the resource is displayed in a second display mode.

14. The method according to any one of claims 1 to 13, wherein, If the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object. If the first virtual object is an inherited object of the second virtual object, and the resource transfer condition for transferring the first resource is met, the first resource is transferred from the second virtual object to the first virtual object. The second virtual object refers to an object that inherits resources of the second virtual object.

15. The method of claim 14, wherein, Before the first virtual object is displayed in the first virtual scene, the method further includes: Displaying an inheritance option of the second virtual object; In response to a triggering operation on the inheritance option of the second virtual object, the first virtual object is created in the first virtual scene, and the first virtual object is used as an inherited object of the second virtual object.

16. The method of any one of claims 1 to 15, wherein, The method further includes: In response to a transfer operation on a second resource of the first virtual object, a virtual object controlled by the account in a virtual scene other than the first virtual scene is displayed. In response to a selection operation on the displayed third virtual object, the second resource is transferred from the first virtual object to the third virtual object.

17. The method of any one of claims 1 to 16, wherein, The method further includes: distributing a third resource to the first virtual object based on historical data of the account; wherein the historical data includes at least one of a level of a historical virtual object or a game progress of a virtual scene in which the historical virtual object is located, the historical virtual object being a virtual object whose creation time point is earlier than that of the first virtual object.

18. The method of any one of claims 1 to 17, wherein, The displaying of the first virtual object in the first virtual scene includes: displaying the first virtual object and a virtual object controlled by an account other than the account in the first virtual scene.

19. The method of any one of claims 1 to 18, wherein, The method further includes: In response to a switching operation on the second virtual scene, switching the currently displayed first virtual scene to the second virtual scene.

20. A virtual object-based interaction apparatus, the apparatus comprising: a display module configured to display a first virtual object in a first virtual scene, the first virtual object being a virtual object controlled by a locally logged-in account; a resource transfer module configured to, if a resource transfer condition for transferring a first resource is met, transfer the first resource from a second virtual object to the first virtual object; wherein the second virtual object is another virtual object controlled by the account in a second virtual scene, the second virtual scene being any virtual scene other than the first virtual scene.

21. A computer device comprising a processor and a memory, the memory storing at least one computer program, the at least one computer program being loaded and executed by the processor to implement operations performed by the virtual object-based interaction method according to any one of claims 1 to 19.

22. A computer-readable storage medium storing at least one computer program, the at least one computer program being loaded and executed by a processor to implement operations performed by the virtual object-based interaction method according to any one of claims 1 to 19.

23. A computer program product comprising a computer program, the computer program being loaded and executed by a processor to implement operations performed by the virtual object-based interaction method according to any one of claims 1 to 19.

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