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

By displaying instructions from virtual objects and constructing virtual channels, the problem of low interaction efficiency of virtual objects is solved, achieving a more efficient and strategic interactive experience and improving the interaction rate.

WO2026158013A1PCT designated stage Publication Date: 2026-07-30TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2026-01-07
Publication Date
2026-07-30

AI Technical Summary

Technical Problem

In existing technologies, the interaction between virtual objects is inefficient, complex, and lacks interactivity and strategy, resulting in a low interaction rate, which is particularly prone to failure during rescue operations.

Method used

By displaying instruction information for virtual objects and constructing virtual channels based on that information, virtual objects can be transmitted through virtual channels after an operation is triggered, simplifying the interaction process and improving interaction efficiency and strategicity.

Benefits of technology

It improves the efficiency and strategic nature of virtual object interaction, enhances the user's interactive experience and interaction rate, and especially improves the success rate in rescue scenarios.

✦ Generated by Eureka AI based on patent content.

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Abstract

A virtual object interaction method and apparatus, and a device and a storage medium, which belong to the technical field of computers. The method comprises: displaying first indication information (601) of a first virtual object (1003), wherein the first indication information (601) is used for representing the position and state of the first virtual object (1003); in response to a first trigger operation, displaying a virtual channel, wherein the position of the virtual channel is determined on the basis of the position of a second virtual object (1002) and the first indication information (601), and the second virtual object (1002) is an object interacting with the first virtual object (1003); and when the virtual channel is in use, transmitting an object to be transmitted from one end of the virtual channel to the other end of the virtual channel, wherein said object is at least one of the first virtual object (1003) or the second virtual object (1002).
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Description

Interaction methods, devices, equipment, and storage media for virtual objects

[0001] This application claims priority to Chinese Patent Application No. 202510113288.1, filed on January 23, 2025, entitled “Interaction Method, Apparatus, Device and Storage Medium for Virtual Objects”, the entire contents of which are incorporated herein by reference. Technical Field

[0002] This application relates to the field of computer technology, and in particular to an interaction method, apparatus, device, and storage medium for virtual objects. Background Technology

[0003] With the continuous development of computer technology, the types of applications supporting virtual scenes are increasing. Examples include role-playing games and open-world games. In these applications, users can determine their location within the virtual scene by viewing maps and directional indicators, control virtual objects to move within the scene based on that location information, and interact with other virtual objects during movement. Summary of the Invention

[0004] This application provides a method, apparatus, device, and storage medium for interacting with virtual objects, which can improve the strategic nature and interactivity of the virtual object interaction process, thereby increasing the interaction rate. The technical solution is as follows:

[0005] On one hand, embodiments of this application provide an interaction method for virtual objects, the method being executed by a computer device, the method comprising:

[0006] Display first indication information of the first virtual object, the first indication information being used to characterize the position and state of the first virtual object;

[0007] In response to a first trigger operation, a virtual channel is displayed, the position of which is determined based on the position of a second virtual object and the first indication information, wherein the second virtual object is an object that interacts with the first virtual object.

[0008] When the virtual channel is used, the object to be transmitted is transmitted from one end of the virtual channel to the other end of the virtual channel, and the object to be transmitted is at least one of the first virtual object or the second virtual object.

[0009] On the other hand, embodiments of this application provide an interactive device for virtual objects, the device comprising:

[0010] The display module is used to display first indication information of the first virtual object, wherein the first indication information is used to characterize the position and state of the first virtual object;

[0011] The display module is further configured to display a virtual channel in response to a first trigger operation, wherein the position of the virtual channel is determined based on the position of a second virtual object and the first indication information, and the second virtual object is an object that interacts with the first virtual object;

[0012] A transmission module is used to transmit an object from one end of the virtual channel to the other end of the virtual channel when the virtual channel is in use, wherein the object to be transmitted is at least one of the first virtual object or the second virtual object.

[0013] On the other hand, this application provides a computer device including a processor and a memory, wherein the memory stores at least one piece of program code, which is loaded and executed by the processor to enable the computer device to implement the interaction method of any of the virtual objects described above.

[0014] On the other hand, a non-volatile computer-readable storage medium is also provided, wherein at least one piece of program code is stored in the non-volatile computer-readable storage medium, the at least one piece of program code being loaded and executed by a processor to enable a computer to implement the interaction method of any of the virtual objects described above.

[0015] On the other hand, a computer program or computer program product is also provided, wherein the computer program or computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-mentioned virtual object interaction methods.

[0016] This application allows for an intuitive understanding of the location and status of a first virtual object by displaying its first indication information. When a first triggering operation is initiated, a virtual channel is displayed. The process of displaying the virtual channel is simple, which helps to simplify the steps of generating the virtual channel and improve interaction efficiency. The virtual channel can transmit at least one of the first virtual object or the second virtual object, and the virtual object to be transmitted can be flexibly selected based on user needs, which improves the strategic nature and interactivity of the virtual object interaction process, thereby increasing the interaction rate. Attached Figure Description

[0017] Figure 1 is a structural block diagram of a computer system provided in an embodiment of this application;

[0018] Figure 2 is a flowchart of a virtual object interaction method provided in an embodiment of this application;

[0019] Figure 3 is a schematic diagram of a game interface including first instruction information of a first virtual object provided in an embodiment of this application;

[0020] Figure 4 is a schematic diagram of a game interface for triggering a first instruction message according to an embodiment of this application.

[0021] Figure 5 is a schematic diagram of determining the construction information of a virtual channel according to an embodiment of this application;

[0022] Figure 6 is a schematic diagram of a game interface for constructing a virtual channel provided in an embodiment of this application;

[0023] Figure 7 is a schematic diagram of determining the construction information of a virtual channel according to an embodiment of this application;

[0024] Figure 8 is a schematic diagram of another game interface for constructing a virtual channel provided in an embodiment of this application;

[0025] Figure 9 is a schematic diagram of a game interface including a pop-up prompt window provided in an embodiment of this application;

[0026] Figure 10 is a schematic diagram of a game interface for transmitting a first virtual object based on a virtual channel, according to an embodiment of this application.

[0027] Figure 11 is a flowchart of a virtual object interaction method provided in an embodiment of this application;

[0028] Figure 12 is a schematic diagram of the structure of an interactive device for virtual objects provided in an embodiment of this application;

[0029] Figure 13 is a structural block diagram of a terminal device provided in an embodiment of this application;

[0030] Figure 14 is a schematic diagram of the structure of a server provided in an embodiment of this application. Detailed Implementation

[0031] To make the objectives, technical solutions, and advantages of this application clearer, the embodiments of this application will be described in further detail below with reference to the accompanying drawings.

[0032] It should be noted that the terms "first," "second," etc., used in this application are used to distinguish similar objects and are not necessarily used to describe a specific order or sequence. It should be understood that such terms can be used interchangeably where appropriate so that the embodiments of this application described herein can be implemented in orders other than those illustrated or described herein. The embodiments described in the following exemplary embodiments do not represent all embodiments consistent with this application. Rather, they are merely examples of apparatuses and methods consistent with some aspects of this application as detailed in the appended claims.

[0033] Before introducing the technical solution of this application, the abbreviations and key terms involved in the embodiments of this application will be defined.

[0034] A virtual scene refers to a scene provided (or displayed) by an application while it is running on a terminal device. This virtual scene is a created environment for virtual objects to perform activities. A virtual scene can be a two-dimensional, 2.5-dimensional, or three-dimensional virtual scene, etc. A virtual scene can be a simulation of the real world, a semi-simulation of the real world, or a purely fictional scene. For example, the virtual scene involved in this application embodiment is a three-dimensional virtual scene. In some embodiments, a virtual scene can also be referred to as a virtual environment, a virtual world, etc. In some embodiments, an application can also be referred to as an application, a client, etc.

[0035] Virtual objects are movable objects within a virtual scene, such as virtual characters, animals, or anime figures. Players can control these virtual objects using peripheral devices or by tapping on a touchscreen. Each virtual object has its own shape and volume within the virtual scene, occupying a portion of the scene's space. For example, when the virtual scene is three-dimensional, the virtual object is a three-dimensional model created using animation skeletal technology. In some embodiments, virtual objects may also be referred to as virtual characters, game characters, etc. In some embodiments, players may also be referred to as users, game objects, interactive objects, etc.

[0036] In related technologies, when rapid interaction is required between the current virtual object and other virtual objects, such as when rescuing a virtual object in a state awaiting rescue, it is necessary to determine the location of the virtual object to be rescued and control the current virtual object to move to that location before carrying out the rescue. Moving the current virtual object to the location of the virtual object in a state awaiting rescue takes a long time, the operation is complex, the interaction efficiency of virtual objects is low, it is easy to cause rescue failure, and the rescue process lacks interactivity and strategy, which can easily reduce the interaction rate.

[0037] Figure 1 is a structural block diagram of a computer system provided in an embodiment of this application. The computer system 100 includes: a first terminal 110, a server 120, and a second terminal 130.

[0038] The first terminal 110 has a client 111 installed and running that supports virtual scenes. This client 111 can be a game client. When the first terminal 110 runs the client 111, the user interface of the client 111 is displayed on the screen of the first terminal 110. The client 111 can be, but is not limited to, a massively multiplayer online role-playing game (MMORPG) client, an open-world game client, a first-person shooter (FPS) game client, a third-person shooter (TPS) game client, a multiplayer online battle arena (MOBA) game client, a multiplayer shooting survival game client, or an action role-playing game (ARPG) client. In some embodiments, the client 111 can also be other types of clients besides game clients, such as virtual reality (VR) clients, augmented reality (AR) clients, 3D map clients, map simulation clients, social clients, interactive entertainment clients, etc.

[0039] The first terminal 110 is the terminal used by the first user 112. The first user 112 uses the first terminal 110 to control a virtual object (referred to as the first virtual object in this embodiment) located in a virtual scene to perform activities. The activities of the first virtual object controlled by the first terminal 110 include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using items, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. The first virtual object controlled by the first terminal 110 can be referred to as the virtual object of the first user 112.

[0040] The second terminal 130 has a client 131 installed and running that supports virtual scenes. This client 131 can be a game client or any other client. When the second terminal 130 runs the client 131, the user interface of the client 131 is displayed on the screen of the second terminal 130. For example, client 111 and client 131 can be the same client.

[0041] The second terminal 130 is the terminal used by the second user 132. The second user 132 uses the second terminal 130 to control another virtual object (referred to as the second virtual object in this embodiment) located in the virtual scene to perform activities. The activities of the second virtual object controlled by the second terminal 130 include, but are not limited to, at least one of the following: moving, jumping, teleporting, releasing skills, using props, adjusting body posture, crawling, walking, running, riding, flying, jumping, driving, picking up, shooting, attacking, and throwing. The second virtual object controlled by the second terminal 130 can be referred to as the virtual object of the second user 132.

[0042] Optionally, the first virtual object controlled by the first terminal 110 and the second virtual object controlled by the second terminal 130 are in the same virtual scene. Optionally, the first virtual object controlled by the first terminal 110 and the second virtual object controlled by the second terminal 130 may belong to the same faction, the same team, the same organization, have a friend relationship, or have temporary communication permissions. Optionally, the first virtual object and the second virtual object may also belong to different factions, different teams, different organizations, or have an adversarial relationship.

[0043] The game client displays virtual objects and the virtual scenes in which they exist. Users can control these virtual objects to interact with other virtual objects or the virtual scene itself. For example, users can control virtual objects to move within the scene, unlocking new maps; complete in-game challenges or tasks; rescue other virtual objects; engage in combat to improve their attributes; and search for virtual items or item fragments within the scene.

[0044] Figure 1 shows only two terminals, but in different embodiments, there are multiple other terminals 140, which can access the server 120. Optionally, the other terminals 140 are terminals corresponding to developers. A development and editing platform for clients supporting virtual scenes is installed on the other terminals 140. Developers can edit and update the client on the other terminals 140 and transmit the updated client installation package to the server 120 via wired or wireless network. The first terminal 110 and the second terminal 130 can download the client installation package from the server 120 to update the client.

[0045] The first terminal 110, the second terminal 130, and other terminals 140 are connected to the server 120 via a wireless network or a wired network.

[0046] Server 120 provides background services for clients installed on terminal devices (first terminal 110, second terminal 130, and other terminals 140) that can provide virtual scenes. In one possible implementation, the virtual object interaction method provided in this embodiment can be executed by the terminal device alone, or it can be jointly implemented by the terminal device and server 120. When the method is jointly implemented by the terminal device and server 120, server 120 undertakes the main computational work, and the terminal device undertakes the secondary computational work. Alternatively, server 120 undertakes the secondary computational work, and the terminal device undertakes the main computational work. Or, the terminal device and server 120 can collaborate on computation using a distributed computing architecture.

[0047] In an exemplary embodiment of this application, server 120 includes processor 122, user account database 123, battle service module 124, and user-facing input / output interface (I / O interface) 125. Processor 122 loads instructions stored in server 120 and processes data in user account database 123 and battle service module 124. User account database 123 stores data of user accounts used by first terminal 110, second terminal 130, and other terminals 140, such as user account avatars, nicknames, combat power indices, and service regions. Battle service module 124 provides virtual battle scenarios for users. User-facing I / O interface 125 establishes communication and exchanges data with first terminal 110 and / or second terminal 130 via wireless or wired network.

[0048] Optionally, the terminal devices (first terminal 110, second terminal 130, and other terminals 140) can be any electronic device product capable of human-computer interaction with the user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. For example, the terminal devices can be smartphones, tablets, laptops, desktop computers, smartwatches, PCs (Personal Computers), mobile phones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), smart car systems, smart TVs, etc.

[0049] The first terminal 110, the second terminal 130, and other terminals 140 can refer to one of a plurality of terminal devices, or to a plurality of terminal devices. The number of terminals is not limited in this embodiment. The server 120 can be a single server, a server cluster consisting of multiple servers, or any of a cloud computing platform and a virtualization center. The number of terminals is not limited in this embodiment.

[0050] In one embodiment of this application, the client 131 of the second terminal 130 is used as an example for description. The client 131 can display a virtual scene, which may include a first virtual object and a second virtual object in a state of awaiting rescue. The first virtual object can be an object controlled by a first user 112, and the second virtual object can be an object controlled by a second user 132. The second user 132 can control the second virtual object to perform rescue operations on the first virtual object. The game interface in the second terminal 130 can display instruction information of the first virtual object, which can be associated with the position and survival status of the first virtual object in the virtual scene. When the second virtual object triggers the instruction information, the second virtual object can construct a virtual channel to the first virtual object. After the virtual channel is constructed, it can be displayed in the virtual object's interactive interface, and the virtual object (at least one of the first virtual object or the second virtual object) can be transported using the virtual channel. For example, after the second virtual object constructs the virtual channel, it can teleport to the starting position of the virtual channel's construction. The first virtual object can also use the virtual channel to teleport to the starting position of the virtual channel's construction, and the second virtual object can rescue the first virtual object from the starting position of the virtual channel's construction.

[0051] The virtual object interaction method provided in this application embodiment can be applied to the computer system shown in FIG1 above. The method can be executed by a computer device, which may include a terminal or a server. For example, the method can be executed by the first terminal 110 and the second terminal 130 in FIG1, or it can be executed interactively by the first terminal 110, the server 120, and the second terminal 130 in FIG1. ​​Taking the execution of the method by the second terminal 130 as an example, as shown in FIG2, the method includes the following steps 201 to 203.

[0052] In step 201, first indication information of the first virtual object is displayed, which is used to characterize the position and state of the first virtual object.

[0053] In the exemplary embodiments of this application, a client capable of providing virtual scenes is installed and runs on the terminal device. This client can be any type of game client, or a virtual reality client, augmented reality client, 3D map client, map simulation client, social client, interactive entertainment client, etc., and this application does not limit its scope. Exemplarily, the virtual scene is a scene provided by an application on the terminal device. Multiple virtual objects can be displayed in the virtual scene, and different virtual objects can be controlled by different terminal devices or servers. In addition to displaying virtual objects, virtual elements can also be displayed in the virtual scene. Exemplarily, virtual elements can include, but are not limited to, virtual characters, virtual objects, virtual props, virtual environments, virtual rules, virtual levels, and virtual interfaces. For example, virtual elements can include mountains, plains, rivers, lakes, oceans, deserts, swamps, quicksand, sky, plants, buildings, etc. This application provides an illustrative example of virtual scenes, and does not limit their scope.

[0054] For example, this application uses a game client corresponding to an MMORPG game as an example for description. In response to the game client receiving a game start command, the terminal device displays the application's game preloading interface. For example, the game preloading interface may include a virtual object selection interface, a social system interface, a map selection interface, and a game loading interface for the current round, etc.

[0055] In an exemplary embodiment of this application, after the MMORPG game starts, a virtual scene during the game can be displayed. Users can control virtual objects to move within the virtual scene or interact with other virtual objects. For example, a second user can control a second virtual object to interact within the virtual scene, and a first user can control a first virtual object to interact within the virtual scene. For example, the interaction can include, but is not limited to, interaction with other virtual objects or virtual elements. For example, the first virtual object can be a friend of the second virtual object or belong to the same faction. For example, the first virtual object can also be an enemy of the second virtual object or belong to different factions. During the interaction, first indication information of the first virtual object can be determined. The first indication information of the first virtual object can represent the position and state of the first virtual object.

[0056] In some embodiments, the process of determining the first indication information of the first virtual object may include: obtaining reference information of the first virtual object, wherein the reference information is determined based on at least one of the first virtual object's life value or first interaction information, and the first interaction information is determined based on the first virtual object's interaction operation; and generating the first indication information based on the position and reference information of the first virtual object.

[0057] The reference information of the first virtual object is used to characterize the state of the first virtual object.

[0058] In one embodiment, the reference information is determined based on the health value of a first virtual object, which is a quantitative indicator of the state of the first virtual object. During gameplay, the health value of the first virtual object can be acquired in real time. When the first virtual object is attacked by other virtual objects in the virtual scene, its health value decreases. When the health value of the first virtual object is less than or equal to a health threshold, the first virtual object is in a state awaiting rescue or in a dying state.

[0059] For example, determining reference information based on the life value of a first virtual object can be achieved by using the life value of the first virtual object as reference information. Alternatively, determining reference information based on the life value of a first virtual object can also be achieved by determining the state of the first virtual object based on its life value and using that state as reference information. Furthermore, determining the state of a first virtual object based on its life value can be achieved by: in response to the life value of the first virtual object being less than or equal to a life threshold, setting the state as awaiting rescue; and in response to the life value of the first virtual object being greater than the life threshold, setting the state as not awaiting rescue.

[0060] In another embodiment, the reference information is determined based on first interaction information, which is information used to characterize the state of the first virtual object based on the interaction operations of the first virtual object. After the first virtual object is in a state awaiting rescue or a dying state, the position of the first virtual object in the virtual scene can be automatically obtained. The position and health of the first virtual object are used to generate first interaction information corresponding to the first virtual object, and the first interaction information is sent to the second terminal (the terminal corresponding to the second virtual object). The second terminal can process the first interaction information to obtain the first indication information of the first virtual object, and display the first indication information of the first virtual object in the interactive interface of the second terminal.

[0061] In an exemplary embodiment, the game interface of the first terminal (the terminal corresponding to the first virtual object) can display interactive controls. The interactive operation of the first virtual object includes triggering the interactive controls. In this case, in response to the triggering operation of the interactive controls, first interactive information is generated. That is, the first user can decide whether to send the first interactive information to the second terminal based on the interaction process. Exemplarily, the triggering operation of the interactive controls includes, but is not limited to, single-click, double-click, and long-press operations on the interactive controls. After the second terminal receives the first interactive information, it can process the first interactive information and display the first indication information of the first virtual object in the game interface of the second terminal. The process of displaying the first indication information of the first virtual object using the first interactive information has been described above and will not be repeated here.

[0062] In some embodiments, the interactive operation of the first virtual object may further include at least one of voice control operation or gesture control operation. Voice control operation is the operation by which the first user emits voice to generate the first interactive information, and gesture control operation is the operation by which the first user makes a gesture to generate the first interactive information.

[0063] For example, determining reference information based on the first interaction information can be done by using the first interaction information as reference information. Alternatively, determining reference information based on the first interaction information can also be done by determining the state of the first virtual object based on the first interaction information and using the state of the first virtual object as reference information. For example, if the first interaction information includes the life value of the first virtual object, determining the state of the first virtual object based on the life value included in the first interaction information can be done by determining the state of the first virtual object based on the life value included in the first interaction information. For example, if the first interaction information carries the state of the first virtual object, determining the state of the first virtual object based on the first interaction information can be done by parsing the state of the first virtual object from the first interaction information. For example, the state of the first virtual object carried by the first interaction information can refer to the state that the first virtual object possesses when the first user sends the first interaction information to the second terminal.

[0064] In other embodiments, the reference information is determined based on the life points of the first virtual object and the first interaction information. For example, determining the reference information based on the life points and first interaction information of the first virtual object can be done by using information including the life points and first interaction information of the first virtual object as the reference information. For example, determining the reference information based on the life points and first interaction information of the first virtual object can also be done by determining the state of the first virtual object based on the life points and first interaction information, and using the state of the first virtual object as the reference information. For example, determining the state of the first virtual object based on the life points and first interaction information can be done by using the same state as the first virtual object determined based on the first interaction information as the state of the first virtual object if the same state is determined based on the life points. In some embodiments, if the state of the first virtual object determined based on the life points is different from the state determined based on the first interaction information, an error message can be returned to the first user's terminal, indicating that the state of the first virtual object cannot be accurately determined.

[0065] Regardless of the method by which the reference information is determined, it can characterize the state of the first virtual object. After obtaining the reference information, the second terminal can generate first indication information to characterize the position and state of the first virtual object based on the position of the first virtual object and the reference information. The position of the first virtual object can be determined by the second terminal itself, or it can be sent to the second terminal by the first user's terminal; this embodiment does not limit this.

[0066] This application does not limit the content of the first instruction information in its embodiments, as long as the first instruction information can represent the position and state of the first virtual object. In some embodiments, the first instruction information includes the identification information of the first virtual object, the position information of the first virtual object, and the state information of the first virtual object. The identification information of the first virtual object is used to identify the first virtual object, the position information of the first virtual object is used to represent the position of the first virtual object, and the state information of the first virtual object is used to represent the state of the first virtual object. For example, the identification information of the first virtual object may include at least one of the username or the user account of the first virtual object. For example, the position information of the first virtual object may refer to the location coordinates corresponding to the position of the first virtual object. For example, the state information of the first virtual object may refer to the life points of the first virtual object, the state of the first virtual object, or an identifier of the state of the first virtual object, etc.

[0067] Figure 3 is a schematic diagram of a game interface including first instruction information of a first virtual object provided in an embodiment of this application. As shown in Figure 3, the game interface of the second terminal can display a second virtual object 301 and first instruction information 302 of the first virtual object. The second virtual object 301 is the object that will interact with the first virtual object. The first instruction information 302 of the first virtual object may include the username 303 controlling the first virtual object, the health points 304 of the first virtual object, and the location information 305 of the first virtual object. The total health points of the first virtual object can be represented by the entire ring, and the current remaining health points of the first virtual object can be represented by a partial ring, that is, the shaded part in the ring.

[0068] In this embodiment of the application, when the life value of the first virtual object is less than or equal to the life threshold, the first instruction information of the first virtual object is automatically displayed in the game interface of the second terminal. Alternatively, when the first virtual object actively uses the interactive controls, the first instruction information of the first virtual object is displayed in the game interface of the second terminal. This can improve the strategy depth and diversity of the interaction process between the first virtual object and the second virtual object, thereby improving the interaction experience between the first virtual object and the second virtual object and increasing the interaction rate.

[0069] In an exemplary embodiment of this application, when there are multiple second virtual objects, the process of generating first indication information for the first virtual object may include: obtaining location information of each second virtual object; determining a recommended virtual object among the second virtual objects based on the location information of each second virtual object, wherein the recommended virtual object is reachable from the location of the first virtual object; and sending second interaction information to the terminal of the recommended virtual object, wherein the second interaction information is used to generate the first indication information for the first virtual object.

[0070] For example, the reachability of a recommended virtual object to a first virtual object can mean that the reference distance between the recommended virtual object and the first virtual object is less than or equal to a distance threshold. This is illustrated using the example of the first virtual object being in a state awaiting rescue. After the first virtual object is in a state awaiting rescue, the location information of a second virtual object that has a friend relationship with the first virtual object can be obtained. The reference distance between the second virtual object and the first virtual object can be determined, and the second virtual object whose reference distance is less than or equal to the distance threshold is identified as the recommended virtual object. The distance threshold can be set as the maximum length of the virtual channel, or it can be set based on the actual situation of the virtual object interaction process; this application does not limit this.

[0071] Regarding the above method of determining recommended virtual objects based on reference distance, if there are multiple second virtual objects whose reference distance is less than or equal to the distance threshold, all of these second virtual objects can be determined as recommended virtual objects, or one of these second virtual objects can be selected as a recommended virtual object, such as by random selection, or by selecting the second virtual object that is closest to the position of the first virtual object as the recommended virtual object.

[0072] After determining the recommended virtual object, second interactive information is generated based on the relevant information of the first virtual object. This second interactive information is sent directly to the terminal recommending the virtual object, or indirectly to the second terminal via a server. Upon receiving the second interactive information, the second terminal can parse it to obtain the first instruction information of the first virtual object. The second virtual object can then perform rescue operations based on this first instruction information.

[0073] It should be noted that when there are multiple recommended virtual objects, the second interaction information can be sent only to the terminal of the recommended virtual object corresponding to the smallest reference distance, or it can be sent to the terminals of all recommended virtual objects. The sending of the interaction information can be selected based on the game process, and this application does not impose any restrictions on this.

[0074] In this embodiment of the application, when there are multiple second virtual objects that have a friend relationship with the first virtual object, a recommended virtual object can be determined among the multiple virtual objects based on a reference distance. Second interaction information is sent to the terminal of the recommended virtual object, which can realize intelligent matching and recommendation of virtual object interactions. By sending the second interaction information to the terminal of the recommended virtual object, the terminal of the recommended virtual object processes the second interaction information to obtain the first indication information of the first virtual object, which can improve the interaction efficiency and success rate between virtual objects to a certain extent.

[0075] In step 202, in response to the first trigger operation, a virtual channel is displayed. The position of the virtual channel is determined based on the position of the second virtual object and the first indication information. The second virtual object is the object that interacts with the first virtual object.

[0076] In an exemplary embodiment of this application, the game interface in the second terminal can display first instruction information of a first virtual object. The first instruction information corresponds one-to-one with the first virtual object, and the number of displayed first instruction information entries for the first virtual object can be one or more. The interactive interface (game interface) can also display a first construction control, which is used to trigger a first trigger operation. In one possible implementation, after the first construction control is triggered, it can be applied to the first instruction information, also referred to as the first instruction information being linked. Optionally, the first trigger operation can be triggering the first instruction information, or it can be a triggering method other than the first instruction information, such as displaying a separate trigger control. This trigger control can be the aforementioned first construction control or other forms. Regardless of the type of trigger control, when the trigger control is triggered, it is determined that the first trigger operation has been triggered. Exemplarily, the first trigger operation can include, but is not limited to, a single-click operation, a double-click operation, a long-press operation, and a drag operation.

[0077] For example, the first triggering operation is a click operation. After the first construction control is triggered, the first indicator information of the first virtual object can be clicked, and the first indicator information will begin to be linked. Alternatively, the first indicator information of the first virtual object can be clicked first, and then the first construction control can be triggered. After the first construction control is triggered, the first indicator information of the first virtual object will begin to be linked. As another example, the first triggering operation is a drag operation. After the first construction control is triggered, the first construction control in the triggered state can be dragged to the first indicator information of the first virtual object, and the first indicator information will begin to be linked.

[0078] Taking dragging as an example, the triggering process of the first triggering operation is explained. The first constructed control can have a state attribute, which can indicate whether the first constructed control is in a normal state or a dragging state. For example, when the first constructed control is triggered and starts moving, the identifier of the first constructed control is set to 1, indicating that the first constructed control is in a dragging state and the first triggering operation is triggered; when the first constructed control stops moving, the identifier of the first constructed control is set to 0, indicating that the first constructed control is in a normal state.

[0079] The interactive interface of the second terminal can display at least one first indication information of a first virtual object, and each first indication information corresponds to a certain display area. Taking a rectangular area as an example, the coordinate information of the four boundaries of the display area (rect) corresponding to the first indication information can be obtained: {left, right, top, bottom}. Here, left represents the information of the left boundary of the display area, right represents the information of the right boundary of the display area, top represents the information of the upper boundary of the display area, and bottom represents the information of the lower boundary of the display area.

[0080] During the dragging of the first construction control, the identifier is 1. When the identifier of the first construction control changes from 1 to 0, the coordinates (mx, my) of the first construction control are determined. If the coordinates (mx, my) of the first construction control satisfy mx≥left, mx≤right, my≤top, and my≥bottom, that is, if the coordinates of the first construction control are located in the display area of ​​the first indicator information, then the first indicator information is linked, that is, the first indicator information is triggered.

[0081] Figure 4 is a schematic diagram of a game interface illustrating the triggering process of a first instruction information according to an embodiment of this application. As shown in Figure 4, the game interface of the second terminal can display a first construction control 401 and an instruction information display area 402. The instruction information display area 402 can display first instruction information of multiple first virtual objects. For example, the first instruction information includes at least the first instruction information of a first virtual object controlled by user 1 and the first instruction information of a first virtual object controlled by user 2. Any first instruction information can have a display sub-area 403, and different first instruction information corresponds to different display sub-areas 403.

[0082] After the first construction control 401 is triggered, it can be dragged to the position of the indicator information display area 402. After the dragging stops, the display sub-area 403 where the first construction control 401 stops dragging is located is determined, and the first indicator information in the display sub-area 403 where the dragging stops is determined as the first indicator information corresponding to the trigger operation.

[0083] For example, the first trigger operation can be obtained by: obtaining the first trigger operation in response to the trigger operation of the first indication information.

[0084] For example, the first trigger operation can be obtained by responding to the trigger operation of the first indication information and the trigger operation of the first construction control. For example, the first construction control has a cooldown period, and the trigger operation of the first construction control refers to the operation of triggering the first construction control when it is not within the cooldown period. For example, the first construction control not being within the cooldown period means that the reference time between the current moment and the moment the first construction control is triggered is greater than or equal to the cooldown period.

[0085] For example, the first trigger operation can be obtained by: in response to the operation of dragging the first building control to the position of the first indication information, the first trigger operation can be obtained.

[0086] For example, the first trigger operation can be obtained by: in response to detecting virtual channel construction speech, obtaining the first trigger operation, where the virtual channel construction speech is the speech used to construct the virtual channel.

[0087] For example, the first trigger operation can be obtained by: in response to detecting a virtual channel construction gesture, obtaining the first trigger operation, where the virtual channel construction gesture is a gesture used to construct a virtual channel.

[0088] For example, the first trigger operation can be obtained by: in response to detecting a virtual channel construction operation, obtaining the first trigger operation, whereby the virtual channel construction operation is an operation used to construct a virtual channel. For example, the virtual channel construction operation can be a trigger operation of one or more specific buttons in an interactive device, and the interactive device can include, but is not limited to, a gamepad, keyboard, mouse, etc.

[0089] In an exemplary embodiment of this application, after the first construction control is triggered, the cooling-off period of the first construction control can also be displayed. The first construction control is used to trigger the first triggering operation. When the first construction control is within the cooling-off period, in response to the triggering operation of the first construction control, a fourth prompt message is displayed. The fourth prompt message is used to prompt that the first construction control cannot be triggered.

[0090] For example, the cooldown time of the first build control represents the time from when the first build control is triggered until it can be triggered again. The first build control being within the cooldown time means that the reference time between the current moment and the moment the first build control was triggered is less than the cooldown time. When the reference time between the current moment and the moment the first build control was triggered is less than the cooldown time, and a triggering operation of the first build control is detected, a fourth prompt message can be displayed. For example, the fourth prompt message could be "The first build control is cooling down, please try again later," to remind the user that the first build control cannot be triggered at this time.

[0091] In this embodiment of the application, if a fourth prompt message is displayed when the first construction control is detected to have been triggered during the cooling-off period of the first construction control, the use of the first construction control can be restricted by the cooling-off period, thus avoiding the waste of resources caused by the user frequently triggering the first construction control.

[0092] In an exemplary embodiment of this application, after the first triggering operation is triggered, a virtual channel can be displayed based on the first indication information and the position of the second virtual object. The process of displaying the virtual channel includes Case 1 and Case 2.

[0093] Scenario 1: The process of displaying the virtual channel may include: in response to a first triggering operation, if it is determined that the location of the object to be transmitted is reachable, displaying second indication information, the second indication information indicating that the virtual channel has started to be constructed; and displaying the virtual channel once the virtual channel has been constructed.

[0094] In one possible implementation, the location of the transmitted object can be reached if the distance between the first virtual object and the second virtual object is less than or equal to the maximum length of the virtual channel, or if the transmitted object is located in a reachable area, or if the transmitted object is in a transmittable state.

[0095] The fact that the teleported object is located in a reachable area indicates that other virtual objects can reach the location of the teleported object. For example, the teleported object being in a reachable area may mean that its location is not in a dangerous area. Dangerous areas can be set based on experience or adjusted flexibly according to needs; this application embodiment does not limit this. For example, dangerous areas may include, but are not limited to, cliff areas, lava areas, toxic fog areas, etc.

[0096] The fact that an object is in a teleportable state indicates that it can be teleported to another location. The teleportable state can be set based on experience or adjusted flexibly according to needs; this embodiment does not limit this. For example, an object being in a teleportable state may mean that its life value is not less than a target threshold. The target threshold can be set based on experience or adjusted flexibly according to needs. For example, an object being in a teleportable state may also mean that its location is not locked by other virtual objects. For example, an object being in a teleportable state may also mean that it has not performed a teleportation mutual exclusion action. A teleportation mutual exclusion action is an action that cannot be performed simultaneously with a teleportation operation. Teleportation mutual exclusion actions can be set based on experience or adjusted flexibly according to needs.

[0097] If the distance between the first and second virtual objects is less than or equal to the maximum length of the virtual channel, without using the virtual channel, the time it takes for the first virtual object to reach the location of the second virtual object or vice versa is relatively long, resulting in low efficiency in rescue operations. Constructing a virtual channel in this situation allows for faster transmission of the object, improving rescue efficiency in applications such as disaster relief.

[0098] For example, if the object to be teleported is located in an unreachable area, other virtual objects cannot reach its location. Or, in some scenarios, the object to be teleported may be in an unteleportable state. Constructing a virtual channel to teleport the object in such a situation would disrupt the game rules, be unrealistic, and negatively impact user experience. This application constructs a virtual channel only when the object to be teleported is in a reachable area or in a teleportable state. This improves teleportation efficiency while remaining realistic. This application does not impose limitations on whether the object to be teleported is in an unreachable area, a reachable area, or in a teleportable state; these can be set or adjusted based on the application scenario. For example, if the object to be teleported is located near a cliff, preventing other objects from approaching or rescuing it, then teleporting via a virtual channel is not possible; the object is determined to be in an unreachable area or in an unteleportable state.

[0099] Regardless of the location reachability of the object being transported, the virtual channel constructed in this application can quickly transport the object to the designated location, improving efficiency in rescue and other scenarios and making the interaction of virtual objects more flexible.

[0100] For example, taking the location of the transmitted object as an example where the distance between the first virtual object and the second virtual object is less than or equal to the maximum length of the virtual channel, after detecting the first trigger operation, the first coordinates of the first virtual object and the second coordinates of the second virtual object can be obtained. The reference distance between the first and second virtual objects can then be determined using these first and second coordinates. The virtual channel constructed in the virtual scene can have a certain length range. If the reference distance is within the length range of the virtual channel, i.e., the reference distance is less than or equal to the maximum length of the virtual channel, it indicates that the first trigger operation can be successfully triggered.

[0101] For example, the effective construction range of the virtual channel can be determined using the maximum length of the virtual channel. The effective construction range of the virtual channel can be a circular area centered on the position of the second virtual object, with a maximum length of R. Figure 5 is a schematic diagram of determining the construction information of a virtual channel according to an embodiment of this application. As shown in Figure 5, point A is the position of the second virtual object, and point B is the position of the first virtual object. Point B is located within the effective range of the virtual channel constructed by the second virtual object, i.e., the reference distance L. AB If ≤R, the first triggering operation can be triggered directly.

[0102] Taking the first triggering operation as triggering the first indication information as an example, after the first triggering operation is successfully triggered, the first indication information can be in a triggered state. Optionally, the display method of the first indication information in the triggered state is different from the display method of the first indication information in the non-triggered state. For example, the display method of the first indication information in the triggered state may include, but is not limited to, highlighting, shadowing, patterning, dynamic display, zooming in or out, and adding a mark.

[0103] Referring to Figure 4, the display sub-area 403 of the first indication information in the triggered state is displayed in shadow, and the trigger identifier 404 is displayed within the display sub-area 403. It should be noted that the display method of the first indication information in the triggered state in this application is an exemplary description, and it can also be set according to the actual game situation. This application does not limit it in this way.

[0104] If the location of the object to be transmitted is determined to be reachable, a second indication message is displayed to prompt the initiation of virtual channel construction. This application embodiment does not limit the content of the second indication message, as long as it effectively indicates the commencement of virtual channel construction. For example, the second indication message may be the text "Virtual channel construction begins." For example, the second indication message may also be an identifier used to identify the commencement of virtual channel construction.

[0105] In some embodiments, during the virtual channel construction process, construction status information of the virtual channel can also be displayed. The construction status information is used to characterize the construction status of the virtual channel. For example, the construction status of the virtual channel may include "building in progress" or "construction complete." This application embodiment does not limit the content of the construction status information, as long as it can characterize the construction status of the virtual channel. For example, when the virtual channel is in the "building in progress" state, the construction status information can be the text "virtual channel building in progress" or an identifier used to indicate that the virtual channel is in the construction process; when the virtual channel is in the "construction complete" state, the construction status information can be the text "virtual channel construction complete" or an identifier used to indicate that the virtual channel construction is complete.

[0106] In an exemplary embodiment of this application, after the first indication information is in a triggered state, or after the first trigger operation is triggered, the construction of a virtual channel can begin, and one end of the virtual channel (construction entry point) can be displayed in the game interface. In some embodiments, constructing a virtual channel can also be referred to as establishing a virtual channel, constructing a virtual channel, building a virtual channel, etc. One end of the virtual channel can be the surrounding position of a second virtual object, and the other end can be the surrounding position of a first virtual object. Exemplarily, the surrounding position of the second virtual object refers to the position in a first region centered on the position of the second virtual object; the shape of the first region can include, but is not limited to, a circle, a rectangle, a rhombus, etc., and the size of the first region can be set based on experience or flexibly adjusted according to needs. The surrounding position of the first virtual object refers to the position in a second region centered on the position of the first virtual object; the shape of the second region can include, but is not limited to, a circle, a rectangle, a rhombus, etc., and the size of the second region can be set based on experience or flexibly adjusted according to needs.

[0107] Referring to Figure 5, one end of the virtual passage can be point C, and the other end can be point D. A virtual passage is constructed between points C and D. After the virtual passage is constructed, it can be displayed in the game interface.

[0108] During the virtual channel construction process, one end of the virtual channel (the entrance end) can be displayed first. The user can control a second virtual object to move to the entrance end. The virtual channel is automatically constructed based on the entrance end position and the exit end position (the position of the first virtual object or a recommended position). For example, a construction path can be automatically generated during the virtual channel construction process. The second virtual object can reach the position of the first virtual object along the construction path. After the second virtual object reaches the position of the first virtual object, the construction of the virtual channel is completed, and then the second virtual object instantly teleports to the entrance position of the virtual channel. It should be noted that the process of constructing a virtual channel in this application is illustrative only, and other methods can also be used to construct virtual channels. This application does not limit the scope of the application.

[0109] Figure 6 is a schematic diagram of a game interface for constructing a virtual channel according to an embodiment of this application. As shown in Figure 6, the game interface of the second terminal can display the first indication information 601 of the first virtual object. After the first indication information 601 is triggered, the construction entry 602 of the virtual channel can be displayed in the game interface. After the second virtual object 603 enters the construction entry 602 of the virtual channel, a virtual channel can be automatically constructed towards the position of the first virtual object. Exemplarily, during the construction process of the virtual channel, the construction status information 604 of the virtual channel can also be displayed.

[0110] In this embodiment of the application, when it is determined that the location of the object to be transmitted is reachable, such as when the reference distance between the first virtual object and the second virtual object is within the construction range of the virtual channel, a virtual channel can be directly constructed between the second virtual object and the first virtual object, which simplifies the construction process of the virtual channel and improves the interaction efficiency.

[0111] Scenario 2: The process of displaying the virtual channel may include: in response to the first triggering operation, if it is determined that the location of the object to be transmitted is unreachable, displaying a recommended location, which is within the construction range of the virtual channel and the target range of the location of the object to be transmitted; in response to the operation of determining the recommended location, displaying the virtual channel.

[0112] Optionally, if it is determined that the location of the object to be transmitted is unreachable, a first prompt message can also be displayed. The first prompt message is used to indicate that the location of the object to be transmitted is outside the construction range of the virtual channel.

[0113] For example, when the location of the transmitted object is reachable, the distance between the first virtual object and the second virtual object is less than or equal to the maximum length of the virtual channel; when the location of the transmitted object is unreachable, the distance between the first virtual object and the second virtual object is greater than the maximum length of the virtual channel. When the location of the transmitted object is reachable, the transmitted object is located in a reachable area; when the location of the transmitted object is unreachable, the transmitted object is not located in a reachable area. When the location of the transmitted object is reachable, the transmitted object is in a transmittable state; when the location of the transmitted object is unreachable, the transmitted object is not in a transmittable state.

[0114] In the exemplary embodiments of this application, the process of determining that the location of the transmitted object is unreachable has already been described in Case 1 and will not be repeated here. For example, if the reference distance between the first virtual object and the second virtual object is outside the length range of the virtual channel, that is, the reference distance is greater than the maximum length of the virtual channel, it indicates that the first indication information cannot be triggered. A recommended location can be determined based on the location of the first virtual object, the location of the second virtual object, and the construction range of the virtual channel.

[0115] The recommended location is not only within the construction area of ​​the virtual channel, but also within the target range of the location of the object being teleported. The target range of the location of the object being teleported is the range that is less than or equal to the target distance from the location of the object being teleported.

[0116] The construction range of a virtual channel refers to the area encompassed by a circular region centered on the entrance end of the virtual channel and with the maximum length of the virtual channel as its radius. The entrance end of the virtual channel refers to its starting position. In some embodiments, the entrance end of the virtual channel is the surrounding area of ​​the second virtual object, such as the position of the second virtual object. In some embodiments, the construction range of the virtual channel can also be referred to as the effective construction range of the virtual channel.

[0117] For example, taking the object being transmitted as the first virtual object, the effective construction range of the virtual channel can be determined by using the maximum length of the virtual channel. The effective construction range of the virtual channel can be a circular area centered on the position of the second virtual object, with a maximum channel length of radius R. Figure 7 is a schematic diagram of determining the construction information of a virtual channel according to an embodiment of this application. As shown in Figure 7, point A is the position of the second virtual object, and point B is the position of the first virtual object. Point B is located outside the effective construction range of the virtual channel constructed by the second virtual object. A straight line from point A to point B is determined, and the intersection of the straight line and the circular area (point D) is taken as the recommended position. That is, the recommended position is the position closest to the first virtual object.

[0118] Once the recommended location for constructing the virtual passage is determined, construction can begin, and one end of the virtual passage (the construction entry point) can be displayed in the game interface. One end of the virtual passage can be a location surrounding the second virtual object, and the other end can be the recommended location. Referring to Figure 5, one end of the virtual passage can be point C, and the other end can be point D. A virtual passage is constructed between points C and D. After the virtual passage is constructed, it can also be displayed in the game interface.

[0119] Figure 8 is a schematic diagram of another game interface for constructing a virtual channel provided in an embodiment of this application. As shown in Figure 8, the game interface of the second terminal can display a first construction control 801. After the first construction control 801 is triggered, it can be dragged to the display area 802 of the first indication information of the first virtual object. When the reference distance between the first virtual object and the second virtual object corresponding to the first indication information in the triggered state exceeds the construction range of the virtual channel, a first prompt message 803 and a recommended position 804 can be displayed. The first prompt message 803 is used to remind the user that the virtual channel cannot be directly linked to the position of the first virtual object, but the virtual channel can be linked to the recommended position 804. The game interface can also display a confirmation control. After the confirmation control is triggered, a virtual channel can be constructed between the position of the second virtual object and the recommended position. For example, the recommended position M can be a position 100 meters away from the first virtual object.

[0120] In this embodiment of the application, when the position of the first virtual object exceeds the construction range of the virtual channel, a recommended position and a first prompt message are displayed. The first prompt message reminds the user to adjust the rescue strategy or change the construction position of the virtual channel in a timely manner. The recommended position guides the user to select a suitable interaction position, thereby improving the flexibility and success rate of the virtual object interaction process.

[0121] For example, after the virtual channel is constructed, a pop-up notification can be displayed on the game interface of the first virtual object's terminal. This notification can be used to remind users that the first virtual object can be transmitted using the virtual channel. Optionally, the pop-up notification may include interactive controls, and interaction information with the second virtual object can be generated based on the trigger state of the interactive controls.

[0122] Figure 9 is a schematic diagram of a game interface including a prompt pop-up window provided in an embodiment of this application. As shown in Figure 9, after the second virtual object completes the construction of the virtual channel, a prompt pop-up window 901 can be displayed in the game interface of the first terminal. The prompt pop-up window 901 can prompt the user controlling the first virtual object that the virtual channel has been completed. The prompt pop-up window 901 can also display interactive controls, which can include "Yes" and "No" controls. When the first virtual object needs the rescue operation of the second virtual object controlled by user K, the user can choose to trigger the "Yes" control. When the first virtual object does not need the rescue operation of the second virtual object controlled by user K, the user can choose to trigger the "No" control. Interaction between the first virtual object and the second virtual object can be achieved through the triggering operation of the interactive controls.

[0123] In an exemplary embodiment of this application, the construction of a virtual channel is cancelled after the second triggering operation is triggered. Exemplarily, the second triggering operation can be an operation triggered by the first indication information in the triggering state, or it can be an operation triggered by an independent trigger control. Similar to the first triggering operation, the first and second triggering operations can be decoupled from or bound to the first indication information. Taking the second triggering operation as an operation triggered by the first indication information in the triggering state as an example, referring to Figure 4, the display sub-area 403 of the first indication information is displayed in shadow, and a link identifier 404 is displayed within the display sub-area 403, indicating that the first indication information is in a triggering state and the construction of a virtual channel has begun. After the first indication information in the triggering state is triggered, the construction of the virtual channel can be cancelled. Exemplarily, the triggering operation of the first indication information in the triggering state includes, but is not limited to, a single-click operation, a double-click operation, and a long-press operation. By cancelling the construction of the virtual channel through the triggering operation of the first indication information in the triggering state, a flexible cancellation mechanism is provided during the construction of the virtual channel, avoiding waste of transmission resources.

[0124] In an exemplary embodiment of this application, the endpoint positions of the virtual channel can also be determined during the construction of the virtual channel. If the endpoint position of the virtual channel is unusable, a third prompt message is displayed to prompt the user to change the endpoint position of the virtual channel.

[0125] A virtual channel has two endpoints. The endpoint positions of a virtual channel include the positions corresponding to each of the two endpoints. An endpoint position being unusable can mean that at least one of the positions corresponding to each of the two endpoints is unusable. For example, the two endpoints of a virtual channel include an inlet and an outlet. The endpoint positions of a virtual channel include an inlet position and an outlet position. An endpoint position being unusable can mean that the inlet position is unusable, the outlet position is unusable, or both the inlet and outlet positions are unusable.

[0126] For example, the inability to use an endpoint location includes, but is not limited to, the endpoint location being occupied, or the endpoint location being unable to establish a virtual channel. This application does not limit the implementation scenario where the endpoint location is a location where a virtual channel cannot be established, nor does it limit the situation where the endpoint location is occupied.

[0127] For example, "endpoint position occupied" can mean that the endpoint position is occupied by other virtual elements in the virtual scene, that is, other virtual elements already exist at the endpoint position. Other virtual elements refer to virtual elements in the virtual scene other than the virtual channel to be constructed. These can be existing virtual channels or other types of virtual elements, such as virtual buildings, virtual plants, etc.

[0128] For example, the inability to establish a virtual channel at an endpoint location may mean that the endpoint location is located in an area where establishing a virtual channel is prohibited. The area where establishing a virtual channel is prohibited can be set based on experience or adjusted flexibly according to needs; this application embodiment does not limit this. For example, the inability to establish a virtual channel at an endpoint location may also mean that the number of established virtual channels in the third area where the endpoint location is located is greater than or equal to a first threshold. The third area can refer to an area of ​​a certain size centered on the endpoint location. The first threshold can be set based on experience or adjusted flexibly according to needs; this application embodiment does not limit this.

[0129] For example, a virtual channel can have two endpoints. One endpoint can be located at the position of a second virtual object, and the other endpoint can be located at the position of a first virtual object or a recommended position. It is determined whether the position of the first virtual object or the recommended position is occupied by other virtual elements in the virtual scene. If the position of the first virtual object or the recommended position is occupied by other virtual elements, a third prompt message can be displayed. This third prompt message can be used to remind the user to change the other endpoint of the virtual channel in a timely manner.

[0130] If the endpoint position of a virtual channel cannot be used, the search can be performed outward from the endpoint position until the final endpoint position is obtained. If the final endpoint position is not occupied by other virtual elements, it can also be used to create a virtual channel. Furthermore, the final endpoint position is within the construction range of the virtual channel, and a virtual channel is generated based on the final endpoint position.

[0131] By using a third-party prompt to guide the user to change the endpoint when the endpoint of the virtual channel becomes unusable, the successful generation and effective use of the virtual channel can be ensured, thus improving interaction efficiency.

[0132] In an exemplary embodiment of this application, the second virtual object may simultaneously possess multiple virtual channels, and the virtual channels possessed by the second virtual object are the channels of the virtual object displayed in the game interface. When the number of displayed virtual channels is greater than or equal to a quantity threshold, in response to the virtual channel construction operation, a second prompt message is displayed, which indicates that the number of constructed virtual channels has reached the upper limit.

[0133] For example, a second virtual object can interact with multiple first virtual objects simultaneously by establishing multiple virtual channels. Each first virtual object can correspond to one virtual channel. After the user controls the second virtual object to build a new virtual channel, the number of virtual channels owned by the second virtual object can be updated. When the number of virtual channels displayed in the game interface of the second terminal is greater than or equal to a quantity threshold, a virtual channel construction operation is detected. For example, dragging the first construction control to the instruction information of the first virtual object can display a second prompt message. The second prompt message can indicate to the user that the number of virtual channels built has reached the upper limit, and the user can adjust the currently owned virtual channels in a timely manner. It should be noted that the quantity threshold can be set based on the actual game situation, and this application does not limit it in this regard.

[0134] The virtual channel construction operation is an operation used to construct a virtual channel. In some embodiments, the virtual channel construction operation can be a first trigger operation. In some embodiments, the virtual channel construction operation can include the first trigger operation and a determination operation of a recommended position obtained after the first trigger operation.

[0135] In this embodiment of the application, when the number of displayed virtual channels reaches a certain threshold, a second prompt message is used to remind the user that no new virtual channels can be built. By setting an upper limit for virtual channels, the number of virtual channels displayed in the game interface can be controlled, which can improve the visual experience and operational efficiency. Furthermore, the second prompt message reminds the user that they need to make interactive decisions with limited virtual channel resources, which helps to improve the balance and fun of the interaction process.

[0136] In an exemplary embodiment of this application, after displaying the virtual channel, the display duration of the virtual channel can also be obtained. If the display duration of the virtual channel is greater than or equal to a duration threshold, the virtual channel is destroyed. After being constructed, the virtual channel can have a limited usage duration, namely the duration threshold. When the display duration of the virtual channel is not less than the threshold duration, the virtual channel can be destroyed. The destroyed virtual channel can no longer be used. After the virtual channel is destroyed, the corresponding first indication information or the control used to trigger the first trigger operation can change from a triggered state to a non-triggered state. The duration threshold can be set based on the actual situation of the game, and this application does not limit it in this regard.

[0137] This application embodiment manages the usage time of virtual channels by destroying them when the display time exceeds a time threshold. This helps to improve the balance and strategy of the interaction process using virtual channels in subsequent processes.

[0138] In step 203, if a virtual channel is used, the object to be transmitted is transmitted from one end of the virtual channel to the other end of the virtual channel. The object to be transmitted is at least one of a first virtual object or a second virtual object.

[0139] In an exemplary embodiment of this application, after the virtual channel is constructed, the endpoints of the virtual channel can be displayed in the game interfaces of the first and second terminals. These endpoints are the entrances and exits of the virtual channel. Users can control virtual objects to enter or exit the virtual channel, thus using the virtual channel. After entering the virtual channel, the virtual channel can transport the virtual object from one end to the other.

[0140] For example, different virtual objects can interact using virtual channels. Taking the example of a second virtual object rescuing a first virtual object using a virtual channel, where the initial position of the second virtual object is at the first end of the virtual channel and the initial position of the first virtual object is at the second end of the virtual channel, this will be explained further.

[0141] For example, a second virtual object can use a virtual channel to teleport to the vicinity of the first virtual object, i.e., the second end position, and directly rescue the first virtual object from the second end position. After teleporting to the vicinity of the first virtual object, the second virtual object can observe whether there are virtual objects of other factions around the first virtual object. If there are virtual objects of other factions around the first virtual object, the second virtual object can carry the first virtual object through the virtual channel to the first end position, and rescue the first virtual object from the first end position. After the virtual channel is constructed, the first virtual object can directly use the virtual channel to teleport to the first end position of the virtual channel and actively seek help from the second virtual object. By flexibly selecting the first and second virtual objects to be teleported, the strategic nature and diversity of the virtual object interaction process can be improved, thereby increasing the interaction efficiency.

[0142] In an exemplary embodiment of this application, when the virtual channel is used to transmit a first virtual object, i.e., the object being transmitted is the first virtual object, relevant information of the virtual channel is displayed. The relevant information of the virtual channel includes at least one of the location of the first end of the virtual channel or the information of the virtual object that constructs the virtual channel; when the first virtual object meets the transmission conditions, the first virtual object is transmitted from the first end of the virtual channel to the second end of the virtual channel.

[0143] For example, after the second virtual object completes the construction of the virtual channel, relevant information about the virtual channel can be displayed in the game interface of the first terminal. This information serves to remind the user controlling the first virtual object that the virtual channel can be used to transmit virtual objects. For example, the relevant information about the virtual channel may include the position of the first endpoint of the virtual channel and the distance between the first virtual object and the first endpoint. If the position of the first endpoint is within the visible range of the first virtual object, the game interface may also display the first endpoint of the virtual channel; if the position of the first endpoint is outside the visible range of the first virtual object, the game interface may display the coordinates of the first endpoint and the distance from the first endpoint. In some embodiments, the first endpoint may also be referred to as the first end. The relevant information about the virtual channel may also include information about the virtual object that constructs the virtual channel. This information may include, but is not limited to, the name, state, type, and attribute values ​​of the virtual object. In some embodiments, the virtual object that constructs the virtual channel may be the second virtual object; that is, the relevant information about the virtual channel may include information about the second virtual object, such as its name, state, type, and attribute values.

[0144] For example, the first end of the virtual channel is the end of the virtual channel closer to the first virtual object, and the second end of the virtual channel is the end of the virtual channel closer to the second virtual object. The process of transmitting the first virtual object from the first end of the virtual channel to the second end of the virtual channel means transmitting the first virtual object from the end of the virtual channel closer to the first virtual object to the end of the virtual channel closer to the second virtual object.

[0145] During gameplay, when the first virtual object moves to the first endpoint of the virtual channel, it is considered to have met the teleportation conditions. Alternatively, a teleportation control can be displayed in the game interface; once triggered, the first virtual object is considered to have met the teleportation conditions. If the first virtual object meets the teleportation conditions, it can be teleported from the first endpoint to the second endpoint using the virtual channel. After the teleportation is complete, the first virtual object can be displayed at the second endpoint.

[0146] This application embodiment can provide a reference for the transmission process of the transmitted virtual object by displaying relevant information of the virtual channel; using the virtual channel to transmit the transmitted virtual object can enrich the interaction process of the virtual object, improve the interactivity and strategy of the interaction process, and thus improve the interaction rate.

[0147] In an exemplary embodiment of this application, before transmitting the first virtual object using the virtual channel, the position of the first end of the virtual channel can also be obtained; if the position of the first end is outside the visible range of the first virtual object, a fifth prompt message is displayed, which is used to indicate the position of the first end; in response to a third triggering operation, guidance information is displayed, which is used to guide the first virtual object to move to the position of the first end.

[0148] For example, after the second virtual object constructs a virtual channel, the end closer to the first virtual object is designated as the first end. The position of the first end of the virtual channel and the position of the first virtual object are determined. Using the position of the first virtual object and game parameters, the visible range of the first virtual object can be determined. When the position of the first end is within the visible range, the first virtual object can see the entrance to the virtual channel (the first end position), and the first virtual object can move to the entrance of the virtual channel to teleport.

[0149] If the distance between the second virtual object and the first virtual object exceeds the construction range of the virtual channel, the first virtual object may not be able to see the entrance (first end position) of the virtual channel. That is, the first end position is outside the visible range of the first virtual object. In this case, a fifth prompt message can be displayed, which can indicate the location of the virtual channel entrance.

[0150] After the third triggering operation is triggered, guidance information can also be displayed. For example, the guidance information can be a guidance path from the current position of the first virtual object to the virtual channel entrance, and the first virtual object can move to the position of the virtual channel entrance based on the guidance path.

[0151] For example, the third trigger operation can be a trigger operation for the fifth prompt information, or it can be an operation decoupled from the fifth prompt information. For example, the third trigger operation can be triggered by an independent trigger control, or by voice or gesture. Regardless of the form of the third trigger operation, guidance information is displayed after the third trigger operation is triggered. The following example illustrates the scenario where the first endpoint of the virtual channel is outside the visible range of the first virtual object, and the third trigger operation is a trigger operation for the fifth prompt information. Figure 10 is a schematic diagram of a game interface for transmitting a first virtual object based on a virtual channel, provided by an embodiment of this application. As shown in Figure 10, when the entrance of the virtual channel is outside the visible range of the first virtual object, the game interface can display the fifth prompt information 1001. The fifth prompt information 1001 can include relevant information about the virtual channel entrance. For example, the relevant information about the virtual channel entrance can be the entrance coordinates and the distance between the first virtual object and the virtual channel entrance. The fifth prompt message 1001 may also include a confirm control and a cancel control. The triggering operation of the fifth prompt message 1001 can be the triggering operation of the confirm control. After the confirm control is triggered, the guide information (not shown in the figure) can be displayed in the game interface. The first virtual object can move to the entrance position of the virtual channel based on the guide information.

[0152] After the first virtual object is detected at the entrance of the virtual channel, it can be teleported to the other end of the virtual channel. After the teleportation is completed, the game interface of the second virtual object's terminal can display the second virtual object 1002, the first virtual object 1003, and the rescue control 1004. The second virtual object 1002 can use the rescue control 1004 to rescue the first virtual object 1003.

[0153] In this embodiment of the application, when the position of the first end of the virtual channel is outside the visible range of the first virtual object, the fifth prompt information and guidance information are used to guide the first virtual object to the position of the first end of the virtual channel, which improves the convenience of the virtual object transmission process, thereby improving the accuracy and success rate of virtual object transmission.

[0154] In an exemplary embodiment of this application, when the position of the first end of the virtual channel is outside the visible range of the first virtual object, a second construction control may also be displayed. The second construction control is used to generate an extended channel. In response to the triggering operation of the second construction control, the extended channel is displayed and spliced ​​with the virtual channel. Based on the extended channel and the virtual channel, the first virtual object is transmitted from the first end of the virtual channel to the second end of the virtual channel.

[0155] For example, a second construction control can also be displayed in the game interface of the terminal device of the first virtual object. After the second construction control is triggered, an extended channel can be constructed based on the position of the first virtual object and the position of the first end of the virtual channel. That is, the extended channel can be spliced ​​with the virtual channel, and the spliced ​​channel can be located between the positions of the first virtual object and the second virtual object. The first virtual object can use the extended channel and the virtual channel to directly teleport the first virtual object to the vicinity of the second virtual object.

[0156] It should be noted that the method of moving the first virtual object to the virtual channel entrance in this application is an illustrative example. Other methods may be used during the game, and this application does not limit them.

[0157] This application embodiment displays a second construction control and generates an extended channel, which is used to expand and splice virtual channels, increasing the flexibility and diversity of the virtual object transmission process.

[0158] This application allows for an intuitive understanding of the location and status of a first virtual object by displaying its first indication information. When a first triggering operation is initiated, a virtual channel is displayed. The process of displaying the virtual channel is simple, which helps to simplify the steps of generating the virtual channel and improve interaction efficiency. The virtual channel can transmit at least one of the first virtual object or the second virtual object, and the virtual object to be transmitted can be flexibly selected based on user needs, which improves the strategic nature and interactivity of the virtual object interaction process, thereby increasing the interaction rate.

[0159] Figure 11 is a flowchart of a virtual object interaction method provided in an embodiment of this application. This method can be executed by the first terminal 110 and the second terminal 130 in the computer system shown in Figure 1, or it can be executed jointly by the first terminal 110, the second terminal 130, and the server 120. The interaction process of the virtual objects is illustrated using the example of the second virtual object rescuing the first virtual object. The method includes the following:

[0160] Step 1101: Obtain the life value of the first virtual object.

[0161] Step 1102: Determine whether the health value of the first virtual object is not greater than the health value threshold. If the health value of the first virtual object is not greater than the health value threshold, proceed to step 1103; if the health value of the first virtual object is greater than the health value threshold, then end.

[0162] Step 1103: Display the first instruction information and the first construction control of the first virtual object in the terminal interface of the second virtual object. In some embodiments, the first construction control may also be referred to as the first building control.

[0163] Step 1104: After the first construction control is triggered, drag the first construction control in the triggered state to the first indication information of the first virtual object.

[0164] Step 1105: Determine whether the first indication information can be directly triggered. If the first indication information can be directly triggered, proceed to step 1106; if the first indication information cannot be directly triggered, proceed to step 1111.

[0165] Step 1106: The second virtual object begins to construct a virtual channel based on the positions of the first and second virtual objects.

[0166] Step 1107: After the virtual channel is constructed, a transmission prompt message is displayed in the terminal corresponding to the first virtual object.

[0167] Step 1108: Determine whether the first virtual object is transmitted using a virtual channel. If the first virtual object is transmitted using a virtual channel, proceed to step 1109; otherwise, the process ends.

[0168] Step 1109: The first virtual object is transmitted to the location of the second virtual object using a virtual channel.

[0169] Step 1110: The second virtual object performs a rescue operation on the first virtual object.

[0170] Step 1111: The second virtual object starts constructing a virtual channel based on the first virtual object and the recommended position, which is the position with the smallest distance from the first virtual object within the construction length range of the virtual channel.

[0171] Step 1112: After the virtual channel is constructed, the transmission guidance information is displayed in the terminal corresponding to the first virtual object. The guidance information is used to guide the first virtual object to move to the recommended position.

[0172] Step 1113: Determine whether the first virtual object has reached the recommended position. If the first virtual object has reached the recommended position, proceed to step 1109; if the first virtual object has not reached the recommended position, the process ends.

[0173] It should be noted that the relevant content of steps 1101 to 1113 has been described in steps 201 to 203, and will not be repeated here.

[0174] This application allows for an intuitive understanding of the location and status of a first virtual object by displaying its first indication information. When the first indication information is triggered, the constructed virtual channel is displayed. The process of constructing the virtual channel is simple, which helps to simplify the steps of generating the virtual channel and improve rescue efficiency.

[0175] This application also provides an interaction device for virtual objects. Figure 12 is a schematic diagram of the structure of an interaction device for virtual objects provided in an embodiment of this application. As shown in Figure 12, the device includes:

[0176] Display module 1201 is used to display first indication information of the first virtual object, the first indication information being used to characterize the position and state of the first virtual object;

[0177] The display module 1201 is also used to display a virtual channel in response to the first trigger operation. The position of the virtual channel is determined based on the position of the second virtual object and the first indication information. The second virtual object is an object that interacts with the first virtual object.

[0178] The transmission module 1202 is used to transmit an object from one end of a virtual channel to the other end of a virtual channel when the virtual channel is in use. The object to be transmitted is at least one of a first virtual object or a second virtual object.

[0179] In one possible implementation, the display module 1201 is configured to, in response to a first triggering operation, display second indication information when it is determined that the location of the object to be transmitted is reachable, the second indication information indicating that the virtual channel has begun to be constructed; and display the virtual channel when the virtual channel has been constructed.

[0180] In one possible implementation, the device further includes a control module (not shown) for canceling the construction of the virtual channel in response to a second trigger operation.

[0181] In one possible implementation, the display module 1201 is configured to, in response to a first triggering operation, display a recommended location if it is determined that the location of the object to be transmitted is unreachable; the recommended location is located within the construction range of the virtual channel and the target range of the location of the object to be transmitted; and display the virtual channel in response to the determination of the recommended location.

[0182] In one possible implementation, the display module 1201 is also used to display a first prompt message, which indicates that the location of the transmitted object is outside the construction range of the virtual channel.

[0183] In one possible implementation, the location of the transmitted object can be reached if the distance between the first virtual object and the second virtual object is less than or equal to the maximum length of the virtual channel, or if the transmitted object is located in a reachable area, or if the transmitted object is in a transmittable state.

[0184] In one possible implementation, the control module is used to destroy the virtual channel if the display duration of the virtual channel is greater than or equal to a duration threshold.

[0185] In one possible implementation, the display module 1201 is further configured to display a second prompt message in response to the virtual channel construction operation when the number of displayed virtual channels is greater than or equal to a quantity threshold. The second prompt message is used to indicate that the number of constructed virtual channels has reached the upper limit.

[0186] In one possible implementation, the display module 1201 is further configured to display a third prompt message when the endpoint position of the virtual channel is unusable, the third prompt message being used to prompt for changing the endpoint position of the virtual channel.

[0187] In one possible implementation, the endpoint location being unavailable includes either the endpoint location being occupied, or the endpoint location being unable to establish a virtual channel.

[0188] In one possible implementation, the display module 1201 is further configured to display the cooling time of the first construction control, which is used to trigger the first trigger operation; when the first construction control is within the cooling time, in response to the trigger operation of the first construction control, a fourth prompt message is displayed, which is used to prompt that the first construction control cannot be triggered.

[0189] In one possible implementation, the device further includes an acquisition module (not shown in the figure), which is used to acquire a first trigger operation in response to an operation of dragging the first build control to the position of the first indication information, wherein the first build control is used to trigger the first trigger operation.

[0190] In one possible implementation, the acquisition module is used to acquire reference information of the first virtual object, the reference information being determined based on at least one of the first virtual object's life value or first interaction information, the first interaction information being determined based on the first virtual object's interaction operation; and to generate first indication information based on the position and reference information of the first virtual object.

[0191] In one possible implementation, the display module 1201 is further configured to display relevant information about the virtual channel when the transmitted object is a first virtual object. The relevant information about the virtual channel includes at least one of the position of the first end of the virtual channel or the information of the virtual object that constructs the virtual channel.

[0192] The transmission module 1202 is also used to transmit the first virtual object from the first end of the virtual channel to the second end of the virtual channel when the first virtual object meets the transmission conditions.

[0193] In one possible implementation, the acquisition module is also used to acquire the position of the first end of the virtual channel;

[0194] The display module 1201 is also configured to display a fifth prompt message when the position of the first end is outside the visible range of the first virtual object, the fifth prompt message being used to indicate the position of the first end; and to display guidance information in response to a third trigger operation, the guidance information being used to guide the first virtual object to move to the position of the first end.

[0195] In one possible implementation, the display module 1201 is further configured to display a second building control, which is used to generate an extended channel; in response to a triggering operation of the second building control, the extended channel is displayed, and the extended channel is spliced ​​with a virtual channel;

[0196] The transmission module 1202 is also used to transmit a first virtual object from the first end of the virtual channel to the second end of the virtual channel based on the extended channel and the virtual channel.

[0197] In one possible implementation, the first virtual object satisfies the transmission conditions, including: the first virtual object moves to the position of the first end of the virtual channel.

[0198] In one possible implementation, there are multiple second virtual objects. The acquisition module is also used to acquire the location information of each second virtual object, determine a recommended virtual object among the second virtual objects based on the location information of each second virtual object, and the recommended virtual object is reachable from the location of the first virtual object; and send second interaction information to the terminal of the recommended virtual object, the second interaction information being used to generate first indication information of the first virtual object.

[0199] This application allows for an intuitive understanding of the location and status of a first virtual object by displaying its first indication information. When a first triggering operation is initiated, a virtual channel is displayed. The process of displaying the virtual channel is simple, which helps to simplify the steps of generating the virtual channel and improve interaction efficiency. The virtual channel can transmit at least one of the first virtual object or the second virtual object, and the virtual object to be transmitted can be flexibly selected based on user needs, which improves the strategic nature and interactivity of the virtual object interaction process, thereby increasing the interaction rate.

[0200] It should be understood that the above-described apparatus is only illustrated by the division of the functional modules described above when implementing its functions. In practical applications, the functions can be assigned to different functional modules as needed, that is, the internal structure of the device can be divided into different functional modules to complete all or part of the functions described above. In addition, the apparatus and method embodiments provided in the above embodiments belong to the same concept, and their specific implementation process can be found in the method embodiments, which will not be repeated here.

[0201] Figure 13 is a structural block diagram of a terminal device provided in an embodiment of this application. The terminal device 2100 can be any electronic device product capable of human-computer interaction with a user through one or more methods such as a keyboard, touchpad, remote control, voice interaction, or handwriting device. Examples include PCs (Personal Computers), mobile phones, smartphones, PDAs (Personal Digital Assistants), wearable devices, PPCs (Pocket PCs), tablet computers, smart car systems, smart TVs, and smartwatches.

[0202] Typically, terminal device 2100 includes a processor 2101 and a memory 2102.

[0203] Processor 2101 may include one or more processing cores, such as a quad-core processor, an octa-core processor, etc. Processor 2101 may be implemented using at least one hardware form selected from DSP (Digital Signal Processing), FPGA (Field-Programmable Gate Array), and PLA (Programmable Logic Array). Processor 2101 may also include a main processor and a coprocessor. The main processor, also known as a CPU (Central Processing Unit), is used to process data in the wake-up state; the coprocessor is a low-power processor used to process data in the standby state. In some embodiments, processor 2101 may integrate a GPU (Graphics Processing Unit), which is responsible for rendering and drawing the content to be displayed on the screen. In some embodiments, processor 2101 may also include an AI (Artificial Intelligence) processor, which is used to handle computational operations related to machine learning.

[0204] The memory 2102 may include one or more computer-readable storage media, which may be non-transitory. The memory 2102 may also include high-speed random access memory and non-volatile memory, such as one or more disk storage devices or flash memory devices. In some embodiments, the non-transitory computer-readable storage media in the memory 2102 is used to store at least one instruction, which is executed by the processor 2101 to implement the virtual object interaction method provided in the method embodiments of this application. In some embodiments, the non-transitory computer-readable storage media may also be referred to as a non-volatile computer-readable storage medium.

[0205] In some embodiments, the terminal device 2100 may also optionally include a display screen 2105.

[0206] Display screen 2105 is used to display a UI (User Interface). This UI may include graphics, text, icons, videos, and any combination thereof. When display screen 2105 is a touch display screen, it also has the ability to collect touch signals on or above its surface. These touch signals can be input as control signals to processor 2101 for processing. In this case, display screen 2105 can also be used to provide virtual buttons and / or a virtual keyboard, also known as soft buttons and / or a soft keyboard. In some embodiments, there may be one display screen 2105, disposed on the front panel of terminal device 2100; in other embodiments, there may be at least two display screens, disposed on different surfaces of terminal device 2100 or in a folded design; in still other embodiments, display screen 2105 may be a flexible display screen, disposed on a curved or folded surface of terminal device 2100. Furthermore, display screen 2105 may be configured as a non-rectangular, irregular shape, i.e., a non-rectangular screen. The display screen 2105 can be made of materials such as LCD (Liquid Crystal Display) and OLED (Organic Light-Emitting Diode). In some embodiments, the first indication information, virtual channel, etc. of the first virtual object involved in the method embodiments of this application are displayed through the display screen 2105.

[0207] Those skilled in the art will understand that the structure shown in FIG13 does not constitute a limitation on the terminal device 2100, and may include more or fewer components than shown, or combine certain components, or use different component arrangements.

[0208] Figure 14 is a schematic diagram of the server structure provided in an embodiment of this application. The server 2200 can vary considerably due to different configurations or performance. It may include one or more processors 2201 and one or more memories 2202. The one or more memories 2202 store at least one line of program code, which is loaded and executed by the one or more processors 2201 to implement the virtual object interaction method provided in the above-described method embodiments. Of course, the server 2200 may also have wired or wireless network interfaces, a keyboard, and input / output interfaces for input and output. The server 2200 may also include other components for implementing device functions, which will not be elaborated here.

[0209] In an exemplary embodiment, a non-volatile computer-readable storage medium is also provided, which stores at least one piece of program code, which is loaded and executed by a processor to enable a computer to implement any of the above-described virtual object interaction methods.

[0210] Optionally, the aforementioned non-volatile computer-readable storage medium may be a read-only memory (ROM), a random access memory (RAM), a compact disc read-only memory (CD-ROM), magnetic tape, floppy disk, and optical data storage device, etc.

[0211] In an exemplary embodiment, a computer program or computer program product is also provided, which stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement any of the above-described virtual object interaction methods.

[0212] It should be noted that all information (including but not limited to user device information, user personal information, etc.), data (including but not limited to data used for analysis, stored data, displayed data, etc.), and signals involved in this application have been authorized by the user or fully authorized by all parties, and the collection, use, and processing of related data must comply with the relevant laws, regulations, and standards of the relevant countries and regions. For example, the indication information and reference distances involved in this application were obtained with full authorization.

[0213] It should be understood that "multiple" as used in this article refers to two or more. "And / or" describes the relationship between related objects, indicating that three relationships can exist. For example, A and / or B can represent: A alone, A and B simultaneously, or B alone. The character " / " generally indicates that the preceding and following related objects have an "or" relationship.

[0214] The above description is merely an exemplary embodiment of this application and is not intended to limit this application. Any modifications, equivalent substitutions, improvements, etc., made within the principles of this application should be included within the protection scope of this application.

Claims

1. A method for interacting with virtual objects, wherein, The method is performed by a computer device, and the method includes: Display first indication information of the first virtual object, the first indication information being used to characterize the position and state of the first virtual object; In response to a first trigger operation, a virtual channel is displayed, the position of which is determined based on the position of a second virtual object and the first indication information, wherein the second virtual object is an object that interacts with the first virtual object. When the virtual channel is used, the object to be transmitted is transmitted from one end of the virtual channel to the other end of the virtual channel, and the object to be transmitted is at least one of the first virtual object or the second virtual object.

2. The method according to claim 1, wherein, The response to the first trigger operation, displaying the virtual channel, includes: In response to the first triggering operation, if it is determined that the location of the object to be transmitted is reachable, a second indication message is displayed, the second indication message indicating that the virtual channel has begun to be constructed; Once the virtual channel is constructed, it is displayed.

3. The method according to claim 2, wherein, The method further includes: In response to the second triggering operation, the construction of the virtual channel is cancelled.

4. The method according to any one of claims 1 to 3, wherein, The response to the first trigger operation, displaying the virtual channel, includes: In response to the first triggering operation, if it is determined that the location of the object to be transmitted is unreachable, a recommended location is displayed, which is within the construction range of the virtual channel and the target range of the location of the object to be transmitted. In response to the confirmation of the recommended location, the virtual channel is displayed.

5. The method according to claim 4, wherein, The method further includes: The system displays a first prompt message indicating that the location of the transmitted object is outside the construction range of the virtual channel.

6. The method according to any one of claims 2 to 5, wherein, The location of the object to be transmitted can be defined as follows: the distance between the first virtual object and the second virtual object is less than or equal to the maximum length of the virtual channel; or the object to be transmitted is located in a reachable area; or the object to be transmitted is in a transmittable state.

7. The method according to any one of claims 1 to 6, wherein, The method further includes: If the display duration of the virtual channel is greater than or equal to the duration threshold, the virtual channel is destroyed.

8. The method according to any one of claims 1 to 7, wherein, The method further includes: If the number of displayed virtual channels is greater than or equal to the number threshold, in response to the virtual channel construction operation, a second prompt message is displayed, which indicates that the number of virtual channels constructed has reached the upper limit.

9. The method according to any one of claims 1 to 8, wherein, The method further includes: If the endpoint of the virtual channel is unusable, a third prompt message is displayed, which prompts the user to change the endpoint of the virtual channel.

10. The method according to claim 9, wherein, The endpoint location being unusable includes either the endpoint location being occupied, or the endpoint location being unable to establish the virtual channel.

11. The method according to any one of claims 1 to 10, wherein, The method further includes: Displays the cooldown duration of the first build control, which is used to trigger the first trigger operation; If the first build control is within its cooldown period, in response to the triggering operation of the first build control, a fourth prompt message is displayed, which indicates that the first build control cannot be triggered.

12. The method according to any one of claims 1 to 11, wherein, The method further includes: In response to the operation of dragging the first build control to the position of the first indication information, the first trigger operation is obtained, and the first build control is used to trigger the first trigger operation.

13. The method according to any one of claims 1 to 12, wherein, The method further includes: Obtain reference information of the first virtual object, wherein the reference information is determined based on at least one of the first virtual object's life value or first interaction information, and the first interaction information is determined based on the first virtual object's interaction operation. The first indication information is generated based on the position of the first virtual object and the reference information.

14. The method according to any one of claims 1 to 13, wherein, The process of transmitting the object from one end of the virtual channel to the other end of the virtual channel includes: When the object being transmitted is the first virtual object, relevant information about the virtual channel is displayed. The relevant information about the virtual channel includes at least one of the location of the first end of the virtual channel or the information of the virtual object that constructs the virtual channel. If the first virtual object meets the transmission conditions, the first virtual object is transmitted from the first end of the virtual channel to the second end of the virtual channel.

15. The method according to claim 14, wherein, The method further includes: Obtain the position of the first end of the virtual channel; If the position of the first end is outside the visible range of the first virtual object, a fifth prompt message is displayed, which is used to indicate the position of the first end. In response to a third triggering operation, guidance information is displayed, which guides the first virtual object to move to the position of the first end.

16. The method according to claim 15, wherein, The method further includes: Display a second building control, which is used to generate an extended channel; In response to the triggering operation of the second construction control, the extended channel is displayed, and the extended channel is spliced ​​with the virtual channel; The step of transmitting the first virtual object from the first end of the virtual channel to the second end of the virtual channel includes: The first virtual object is transmitted from the first end of the virtual channel to the second end of the virtual channel based on the extended channel and the virtual channel.

17. The method according to any one of claims 14 to 16, wherein, The first virtual object satisfies the transmission conditions, including: the first virtual object moves to the position of the first end of the virtual channel.

18. The method according to any one of claims 1 to 17, wherein, The number of the second virtual objects is multiple, and the method further includes: Obtain the location information of each second virtual object, and determine a recommended virtual object among the second virtual objects based on the location information of each second virtual object. The recommended virtual object is reachable from the first virtual object. Send a second interaction message to the terminal that recommends the virtual object, the second interaction message being used to generate a first indication message for the first virtual object.

19. An interactive device for virtual objects, wherein, The device includes: The display module is used to display first indication information of the first virtual object, wherein the first indication information is used to characterize the position and state of the first virtual object; The display module is further configured to display a virtual channel in response to a first trigger operation, wherein the position of the virtual channel is determined based on the position of a second virtual object and the first indication information, and the second virtual object is an object that interacts with the first virtual object; A transmission module is used to transmit an object from one end of the virtual channel to the other end of the virtual channel when the virtual channel is in use, wherein the object to be transmitted is at least one of the first virtual object or the second virtual object.

20. A computer device, wherein, The computer device includes a processor and a memory, the memory storing at least one piece of program code, the at least one piece of program code being loaded and executed by the processor to enable the computer device to implement the virtual object interaction method as described in any one of claims 1 to 18.

21. A non-volatile computer-readable storage medium, wherein, The non-volatile computer-readable storage medium stores at least one piece of program code, which is loaded and executed by a processor to enable the computer to implement the interaction method of the virtual object as described in any one of claims 1 to 18.

22. A computer program product, wherein, The computer program product stores at least one computer instruction, which is loaded and executed by a processor to enable the computer to implement the interaction method of the virtual object as described in any one of claims 1 to 18.