Interaction method and apparatus in virtual scene, electronic device, computer-readable storage medium, and computer program product

WO2026200444A1PCT designated stage Publication Date: 2026-10-01TENCENT TECHNOLOGY (SHENZHEN) CO LTD
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Patent Information

Application Number
PCT/CN2026/081302
Authority / Receiving Office
WO · WO
Patent Type
Applications
Current Assignee / Owner
Priority Date
2025-03-27
Filing Date
2026-03-04
Publication Date
2026-10-01

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Abstract

The present disclosure provides an interaction method and apparatus in a virtual scene, an electronic device, a computer-readable storage medium, and a computer program product. The method comprises: displaying a virtual scene, the virtual scene comprising a primary virtual object and a first virtual object, and the primary virtual object having a first virtual pet; displaying a crosshair used for aiming in the virtual scene; when the crosshair is aimed at the first virtual object, in response to an invitation instruction for the first virtual object, sending a riding request to the first virtual object; and when the first virtual object accepts the riding request, controlling the first virtual object and the primary virtual object to jointly ride the first virtual pet.
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Description

Interaction methods, devices, electronic devices, computer-readable storage media, and computer program products in virtual scenarios

[0001] Cross-references to related applications

[0002] This application is based on and claims priority to Chinese Patent Application No. 2025103808475, filed on March 27, 2025, the entire contents of which are incorporated herein by reference. Technical Field

[0003] This application relates to the field of Internet technology, and in particular to an interaction method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene. Background Technology

[0004] In related technologies, a first virtual object can invite a second virtual object to ride a virtual vehicle together. However, the second virtual object and the first virtual object need to be in the same team. That is, both the first virtual object and the second virtual object must be in a team state to ride a virtual vehicle together. It can be seen that in related technologies, the way the first virtual object and the second virtual object ride together is relatively simple and the resource utilization rate of electronic devices is low. Summary of the Invention

[0005] This application provides an interaction method, device, electronic device, computer-readable storage medium, and computer program product in a virtual scene, which can enrich the ways in which virtual objects ride together, improve the resource utilization of electronic devices, and thus enhance the user's gaming experience.

[0006] The technical solution of this application embodiment is implemented as follows:

[0007] This application provides an interaction method in a virtual scene, the method comprising:

[0008] Display a virtual scene, the virtual scene including a main virtual object and a first virtual object, the main virtual object having a first virtual pet;

[0009] Displays a crosshair used for aiming in the virtual scene;

[0010] When the crosshair is aimed at the first virtual object, in response to the invitation command for the first virtual object, a riding request is sent to the first virtual object;

[0011] When the first virtual object accepts the riding request, it controls the first virtual object and the main virtual object to ride the first virtual pet together.

[0012] This application provides an interaction method in a virtual scene, the method comprising:

[0013] Display a virtual scene, wherein the virtual scene includes a first virtual object;

[0014] Displays a riding request sent by the master virtual object, the riding request being used to invite the first virtual object and the master virtual object to ride the first virtual pet of the master virtual object together;

[0015] In response to a confirmation command for the riding request, the first virtual object is transmitted to the location of the first virtual pet, and the first virtual object and the master virtual object are controlled to ride the first virtual pet together.

[0016] This application provides an interactive device in a virtual scene, the device comprising:

[0017] The first display module is configured to display a virtual scene, the virtual scene including a main virtual object and a first virtual object, the main virtual object having a first virtual pet;

[0018] The first response module is configured to display a crosshair for aiming in the virtual scene;

[0019] The first response module is configured to send a riding request to the first virtual object in response to an invitation command for the first virtual object when the crosshair is aimed at the first virtual object;

[0020] The first response module is configured to control the first virtual object and the main virtual object to ride the first virtual pet together when the first virtual object accepts the riding request.

[0021] This application provides an interactive device in a virtual scene, the device comprising:

[0022] The second display module is configured to display a virtual scene, wherein the virtual scene includes a first virtual object;

[0023] The second display module is further configured to display a riding request sent by the master virtual object, the riding request being used to invite the first virtual object and the master virtual object to ride the first virtual pet of the master virtual object together;

[0024] The second response module is configured to, in response to a determination instruction for the riding request, transmit the first virtual object to the location of the first virtual pet, and control the first virtual object and the master virtual object to ride the first virtual pet together.

[0025] This application provides an electronic device, the electronic device comprising:

[0026] Memory is used to store executable instructions or computer programs.

[0027] The processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interaction method in the virtual scene provided in the embodiments of this application.

[0028] This application provides a computer-readable storage medium storing a computer program or computer-executable instructions for implementing the interaction method in the virtual scene provided in this application when executed by a processor.

[0029] This application provides a computer program product, including a computer program or computer executable instructions. When the computer program or computer executable instructions are executed by a processor, they implement the interaction method in the virtual scene provided in this application.

[0030] The embodiments of this application have the following beneficial effects:

[0031] The interaction method in the virtual scene provided in this application embodiment can display a virtual scene, which includes a master virtual object and a first virtual object. The master virtual object has a first virtual pet and displays a crosshair for aiming in the virtual scene, which can improve the richness of the content displayed in the virtual scene. When the crosshair is aimed at the first virtual object, in response to the invitation command for the first virtual object, a riding request is sent to the first virtual object. When the first virtual object accepts the riding request, it controls the first virtual object and the master virtual object to ride the first virtual pet together.

[0032] In this embodiment, a riding request can be sent using an aiming method. For the user controlling the main virtual object, the user can control the crosshair to aim at the virtual object they want to ride together, increasing the autonomy in sending riding requests and enriching the diversity of interaction methods. Only when the first virtual object accepts the riding request will the user control the first virtual object and the main virtual object to ride the first virtual pet together. For the user controlling the first virtual object, they can determine whether to accept the riding request based on actual usage needs, increasing the autonomy in accepting riding requests, enhancing the diversity of interactions between different virtual objects, enriching the ways virtual objects can ride together, improving the resource utilization of electronic devices, and thus improving the user's gaming experience. Attached Figure Description

[0033] Figure 1 is a schematic diagram of the structure of the interactive system in the virtual scene provided in the embodiment of this application;

[0034] Figure 2A is a schematic diagram of the structure of an electronic device provided in an embodiment of this application;

[0035] Figure 2B is a second structural schematic diagram of the electronic device provided in an embodiment of this application;

[0036] Figure 3 is a flowchart illustrating the interaction method in a virtual scene provided in an embodiment of this application.

[0037] Figure 4 is a schematic diagram of a virtual scene provided in an embodiment of this application;

[0038] Figure 5 is a schematic diagram of the virtual scene provided in the embodiment of this application;

[0039] Figure 6 is a schematic diagram of the virtual scene provided in the embodiment of this application;

[0040] Figure 7 is a schematic diagram of the virtual scene provided in the embodiments of this application;

[0041] Figure 8 is a schematic diagram of the virtual scene provided in the embodiment of this application;

[0042] Figure 9 is a schematic diagram of the virtual scene provided in the embodiment of this application;

[0043] Figure 10 is a schematic diagram seven of the virtual scene provided in the embodiments of this application;

[0044] Figure 11 is a schematic diagram of the virtual scene provided in the embodiment of this application;

[0045] Figure 12 is a schematic diagram nine of the virtual scene provided in the embodiments of this application;

[0046] Figure 13 is a schematic diagram of a virtual scene provided in an embodiment of this application;

[0047] Figure 14 is a schematic diagram eleven of the virtual scene provided in the embodiments of this application;

[0048] Figure 15 is a schematic diagram of the virtual scene provided in the embodiment of this application;

[0049] Figure 16 is a schematic diagram thirteen of the virtual scene provided in the embodiments of this application;

[0050] Figure 17 is a schematic diagram fourteen of the virtual scene provided in the embodiments of this application;

[0051] Figure 18 is a schematic diagram 15 of the virtual scene provided in the embodiments of this application;

[0052] Figure 19 is a schematic diagram sixteen of the virtual scene provided in the embodiments of this application;

[0053] Figure 20 is a schematic diagram seventeen of the virtual scene provided in the embodiments of this application;

[0054] Figure 21 is a schematic diagram eighteen of the virtual scene provided in the embodiments of this application;

[0055] Figure 22 is a schematic diagram nineteen of the virtual scene provided in the embodiments of this application;

[0056] Figure 23 is a schematic diagram of a virtual scene provided in an embodiment of this application;

[0057] Figure 24 is a schematic diagram of a virtual scene provided in an embodiment of this application (Figure 21).

[0058] Figure 25 is a flowchart illustrating the interaction method in a virtual scene provided in an embodiment of this application.

[0059] Figure 26 is a schematic diagram twenty-two of the virtual scene provided in the embodiments of this application;

[0060] Figure 27 is a schematic diagram of the virtual scene provided in the embodiment of this application (Figure 23).

[0061] Figure 28 is a schematic diagram of the virtual scene provided in the embodiment of this application (24th).

[0062] Figure 29 is a schematic diagram of the virtual scene provided in the embodiment of this application (25th).

[0063] Figure 30 is a schematic diagram of a virtual scene provided in an embodiment of this application (26th).

[0064] Figure 31 is a schematic diagram 27 of the virtual scene provided in the embodiments of this application;

[0065] Figure 32 is a schematic diagram of a virtual scene provided in an embodiment of this application (Figure 28).

[0066] Figure 33 is a schematic diagram of the target area provided in an embodiment of this application;

[0067] Figure 34 is a flowchart illustrating the interaction method in a virtual scene provided in an embodiment of this application. Detailed Implementation

[0068] To make the objectives, technical solutions, and advantages of this application clearer, the application will be further described in detail below with reference to the accompanying drawings. The described embodiments should not be regarded as limitations on this application. All other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of this application.

[0069] In the following description, references are made to “some embodiments,” which describe a subset of all possible embodiments. However, it is understood that “some embodiments” may be the same subset or different subsets of all possible embodiments and may be combined with each other without conflict.

[0070] In the following description, the terms "first, second, third" are used merely to distinguish similar objects and do not represent a specific ordering of objects. It is understood that "first, second, third" may be interchanged in a specific order or sequence where permitted, so that the embodiments of this application described herein can be implemented in an order other than that illustrated or described herein.

[0071] In this application embodiment, the terms "module" or "unit" refer to a computer program or part of a computer program that has a predetermined function and works with other related parts to achieve a predetermined goal, and can be implemented wholly or partially using software, hardware (such as processing circuitry or memory), or a combination thereof. Similarly, a processor (or multiple processors or memory) can be used to implement one or more modules or units. Furthermore, each module or unit can be part of an overall module or unit that includes the functionality of that module or unit.

[0072] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as commonly understood by one of ordinary skill in the art. The terminology used in the embodiments of this application is for the purpose of describing the embodiments of this application only and is not intended to limit this application.

[0073] In the implementation of this application, the collection and processing of relevant data should strictly comply with the requirements of relevant laws and regulations, obtain the informed consent or separate consent of the personal information subject, and carry out subsequent data use and processing within the scope of laws and regulations and the authorization of the personal information subject.

[0074] Before providing a further detailed description of the embodiments of this application, the nouns and terms involved in the embodiments of this application will be explained, and the nouns and terms involved in the embodiments of this application shall be interpreted as follows.

[0075] 1) In response to, used to indicate the conditions or states on which the operation performed depends. When the conditions or states on which it depends are met, one or more operations performed may be performed in real time or with a set delay. Unless otherwise specified, there is no restriction on the order in which the multiple operations are performed.

[0076] 2) Human-computer interaction interface, which refers to any interface involved in the embodiments of this application. The human-computer interaction interface can be an interface for providing human-computer interaction functions or an interface for displaying virtual scenes. The virtual scene can display at least one of the following: a main virtual object, candidate virtual objects (including a first virtual object), and a first virtual pet. For example, the human-computer interaction interface can be displayed through a graphical user interface (GUI), such as an augmented reality (AR) interface, a virtual reality (VR) interface, a voice user interface (VUI), an interactive projection interface (using projection technology to display information on a plane), an eye-tracking interface (an interface controlled by detecting the user's gaze), a holographic interface (a three-dimensional hologram formed by projecting images using holographic projection technology, which can be seen without wearing special glasses), a multimodal interface (an interactive interface that combines multiple interaction methods, such as tactile, visual, and auditory interaction), a brain-computer interface (BMI), etc.

[0077] 3) A virtual scene is a virtual scene displayed (or provided) by an application when it runs on a terminal. This virtual scene can be a simulation of the real world, a semi-simulated / semi-fictional virtual environment, or a purely fictional virtual environment. A virtual scene can be any of the following: two-dimensional, 2.5-dimensional, or three-dimensional.

[0078] For example, a virtual scene can include the sky, land, and ocean. The land can include environmental elements such as deserts and cities. Users (i.e., players) can control virtual objects to perform activities within this virtual scene. These activities include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up items, shooting, attacking, and throwing at least one of these. The virtual scene can be displayed from a first-person perspective (e.g., the user plays as a virtual object in the game from their own perspective); it can also be displayed from a third-person perspective (e.g., the user chases after a virtual object in the game); or it can be displayed from a bird's-eye view. Users can switch freely between these perspectives.

[0079] 4) Virtual objects: These are interactive representations of people and objects within a virtual scene, or movable objects within the virtual scene. These movable objects can be virtual characters, virtual animals, cartoon characters, etc., such as people, animals, plants, oil drums, walls, stones, etc., displayed in the virtual scene. A virtual object can be a virtual avatar representing the user within the virtual scene. A virtual scene can include multiple virtual objects, each with its own shape and volume, occupying a portion of the space within the virtual scene.

[0080] For example, the virtual object can be a player character controlled through client-side operations, artificial intelligence (AI) trained and set up for virtual scene battles, or a non-player character (NPC) set up for interaction in the virtual scene. The number of virtual objects participating in the interaction in the virtual scene can be pre-set or dynamically determined based on the number of clients joining the interaction.

[0081] 5) Virtual pets refer to virtual creatures or non-living things possessed by virtual objects. Setting virtual pets for virtual objects enhances the richness of the content displayed in virtual scenes. The virtual object can be one or more of a player character or a non-player character. The relationship between virtual pets and virtual objects is explained below; virtual pets possess dependence, interactivity, functionality, and growth potential.

[0082] Dependency refers to the fact that virtual pets can depend on virtual objects, meaning there is a connection between the virtual pet and the virtual object, and they are mutually bound. Interactivity means that players can control the virtual object to interact with the virtual pet; for example, players can control the virtual object to feed, train, or command the virtual pet.

[0083] Functionality refers to the corresponding functions that virtual pets possess. These functions can include assisting virtual objects in interacting with other virtual objects in a virtual scene (i.e., combat), assisting virtual objects in interacting with other virtual pets in a virtual scene (i.e., combat), assisting virtual objects in finding items in a virtual scene, and assisting virtual objects in moving within a virtual scene. In other words, virtual pets can serve as virtual vehicles for virtual objects. Growth potential refers to the ability to improve the attributes, skills, and level of virtual pets through feeding, training, and combat.

[0084] 6) Client, also known as user terminal, refers to the program that provides local services to users in contrast to the server. Except for some applications that can only run locally, it is generally installed on ordinary client machines and needs to work in conjunction with the server. That is, there needs to be a corresponding server and service program in the network to provide the corresponding services. Thus, a specific communication connection needs to be established between the client and the server to ensure the normal operation of the application, such as a game client.

[0085] During the research process, the applicant discovered the following technical problems in the relevant technology:

[0086] Technical Issue 1: In related technologies, a first virtual object can invite a second virtual object to ride a virtual vehicle together. However, the second virtual object and the first virtual object need to be in the same team. In other words, both the first and second virtual objects must be in a team state to ride a virtual vehicle together. It can be seen that in related technologies, the way the first and second virtual objects ride together is relatively simple, which reduces the player's gaming experience.

[0087] This application provides an interaction method, an interaction device, an electronic device, a computer-readable storage medium, and a computer program product in a virtual scene, which can enrich the ways in which virtual objects ride together, thereby improving the user's gaming experience.

[0088] Referring to Figure 1, which is a schematic diagram of the structure of the interactive system in the virtual scene provided in the embodiment of this application, the interactive system 100 in the virtual scene shown in Figure 1 is to support the interactive application in a virtual scene. The terminal 400-1 and terminal 400-2 shown in Figure 1 can both connect to the server 200 through the network 300. The network 300 can be a wide area network or a local area network, or a combination of the two.

[0089] In some embodiments, terminal 400-1 is a terminal used by the user controlling the main virtual object, and terminal 400-2 is a terminal used by the user controlling the first virtual object. Virtual scenes can be displayed on the graphical interface 410-1 of terminal 400-1 and the graphical interface 410-2 of terminal 400-2. The virtual scenes displayed by the two terminals correspond to the same game. The virtual scenes displayed by the two terminals can be the same or different, and can be set according to the actual usage.

[0090] The virtual scene includes a master virtual object and at least one candidate virtual object. The master virtual object has a first virtual pet. At least one candidate virtual object includes the first virtual object. When the number of candidate virtual objects is 1, the candidate virtual object is the first virtual object. When the number of candidate virtual objects is multiple, the candidate virtual objects include the first virtual object and other virtual objects. Other virtual objects may correspond to other terminals, which are not shown in Figure 1.

[0091] In some embodiments, terminal 400-1 can display a crosshair for aiming in a virtual scene on graphical interface 410-1. When the crosshair is aimed at a first virtual object, terminal 400-1 responds to an invitation command for the first virtual object and sends a riding request to the first virtual object, that is, terminal 400-1 sends the riding request to terminal 400-2.

[0092] In some embodiments, in response to an invitation instruction for a first virtual object, terminal 400-1 may send a ride request to server 200. Server 200 may determine the terminal 400-2 corresponding to the first virtual object, and then server 200 may send a ride request to terminal 400-2.

[0093] Terminal 400-2 can display the riding request sent by the master virtual object. In response to the confirmation instruction for the riding request, terminal 400-2 can send the return information of accepting the riding request to server 200. Server 200 can send the return information of accepting the riding request to terminal 400-1. Then, for terminal 400-1, when the first virtual object accepts the riding request, it can control the first virtual object and the master virtual object to ride the first virtual pet together.

[0094] In some embodiments, the first virtual object and the main virtual object can be simultaneously displayed riding the first virtual pet on both the graphical interface 410-1 of terminal 400-1 and the graphical interface 410-2 of terminal 400-2. This enhances the richness of the content displayed in the virtual scene. A riding request can be sent using an aiming method. For the user controlling the main virtual object, the user can control the crosshair to aim at the virtual object they want to ride together, increasing the autonomy in sending riding requests and enriching the diversity of interaction methods. Only when the first virtual object accepts the riding request will the first virtual object and the main virtual object ride the first virtual pet together. For the user controlling the first virtual object, they can determine whether to accept the riding request based on actual usage needs, increasing the autonomy in accepting riding requests and enhancing the diversity of interactions between different virtual objects, enriching the ways virtual objects can ride together, thereby improving the user's gaming experience.

[0095] The following describes the electronic devices provided in the embodiments of this application. Multiple electronic devices may be included; for example, an electronic device may include a first electronic device, a second electronic device, a third electronic device, etc. The number of electronic devices can be set according to actual circumstances. The electronic device implementing the interaction method in the virtual scene of the embodiments of this application can be a terminal, a server, or a combination of both. In some embodiments, the terminal can be various types of terminals such as laptops, tablets, desktop computers, set-top boxes, smartphones, smart speakers, smartwatches, smart TVs, and in-vehicle terminals.

[0096] In some embodiments, the server can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDNs), and big data and artificial intelligence platforms. The terminal and server can be connected directly or indirectly via wired or wireless communication, which is not limited in this embodiment.

[0097] Referring to Figure 2A, which is a schematic diagram of the structure of an electronic device provided in an embodiment of this application, and to Figure 2B, which is a schematic diagram of the structure of an electronic device provided in an embodiment of this application, the electronic device shown in Figures 2A-2B includes: at least one processor 410, a memory 450, at least one network interface 420, and a user interface 430. The various components in the electronic device are coupled together through a bus system 440. It is understood that the bus system 440 is used to realize the connection and communication between these components. In addition to a data bus, the bus system 440 also includes a power bus, a control bus, and a status signal bus. However, for clarity, all buses are labeled as bus system 440 in Figures 2A-2B.

[0098] The processor 410 can be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), or other programmable logic devices, discrete gate or transistor logic devices, discrete hardware components, etc. The general-purpose processor can be a microprocessor or any conventional processor, etc.

[0099] User interface 430 includes one or more output devices 431 that enable the presentation of media content, including at least one of the following: one or more speakers, one or more visual displays. User interface 430 also includes one or more input devices 432, including user interface components that facilitate user input, such as a keyboard, mouse, microphone, touch screen display, camera, other input buttons and controls.

[0100] The memory 450 may be removable, non-removable, or a combination thereof. Exemplary hardware devices include solid-state storage, hard disk drives, optical disk drives, etc. The memory 450 may optionally include one or more storage devices physically located away from the processor 410.

[0101] The memory 450 may include volatile memory or non-volatile memory, or both. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random access memory (RAM). The memory 450 described in this application embodiment is intended to include any suitable type of memory.

[0102] In some embodiments, memory 450 is capable of storing data to support various operations, examples of which include programs, modules, and data structures or subsets or supersets thereof, as illustrated below.

[0103] Operating system 451 includes system programs for handling various basic system services and performing hardware-related tasks, such as the framework layer, core library layer, driver layer, etc., for implementing various basic business functions and handling hardware-based tasks;

[0104] The network communication module 452 is used to reach other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including: Bluetooth, WiFi, and Universal Serial Bus (USB), etc.

[0105] Presentation module 453 is configured to enable the presentation of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display screen, a speaker, etc.) associated with user interface 430;

[0106] The input processing module 454 is used to detect and translate one or more user inputs or interactions from one or more input devices 432.

[0107] In some embodiments, the interactive device in the virtual scene provided in this application can be implemented in software. Figure 2A shows an interactive device 455 in the virtual scene stored in memory 450, which can be software in the form of programs and plug-ins, including the following software modules: a first display module 4551 and a first response module 4552. These modules are logically related, and therefore can be arbitrarily combined or further split according to the functions they implement. The functions of each module will be described below.

[0108] Figure 2B illustrates an interactive device 456 in a virtual scene stored in memory 450. This device can be software in the form of programs and plugins, including the following software modules: a second display module 4561 and a second response module 4562. These modules are logically integrated and can therefore be arbitrarily combined or further separated according to the functions implemented. The functions of each module will be described below.

[0109] In some embodiments, the terminal or server can implement the interaction method in the virtual scene provided in this application embodiment by running various computer-executable instructions or computer programs. For example, computer-executable instructions can be microprogram-level commands, machine instructions, or software instructions. Computer programs can be native programs or software modules in an operating system; they can be native applications (APPs), i.e., programs that need to be installed in the operating system to run, such as game applications; or they can be applets that can be embedded in any APP, i.e., programs that only need to be downloaded to a browser environment to run. In summary, the aforementioned computer-executable instructions can be any form of instruction, and the aforementioned computer programs can be any form of application, module, or plugin.

[0110] The following describes the interaction method in a virtual scene provided in the embodiments of this application. As mentioned above, the electronic device implementing the method of using virtual props in the embodiments of this application can be a terminal, a server, or a combination of both. Referring to Figure 3, which is a flowchart illustrating the interaction method in a virtual scene provided in the embodiments of this application, the following describes the interaction method in a virtual scene provided in the embodiments of this application, taking the terminal as the executing entity, with reference to the steps shown in Figure 3.

[0111] In step 101, a virtual scene is displayed.

[0112] In practical applications, the terminal is equipped with a game application, which can be any of the following: open-world game, multiplayer online role-playing game, first-person shooter game, third-person shooter game, multiplayer online tactical competitive game, virtual reality application, 3D map program, or multiplayer shooting survival game.

[0113] For offline, single-player games, in response to a trigger action on the game application, the game application's interface can be displayed, showing a virtual scene within it. For multiplayer online games, in response to a trigger action on the game application, the terminal can send a data retrieval request to the server. The server can then send data to the terminal to display the game application's interface, allowing the virtual scene to be displayed on the terminal.

[0114] Among them, the triggering operation refers to the behavior of the user to trigger a certain function or event by interacting with the display interface of the terminal. The triggering operation can include one or more of the following: single click operation, double click operation, long press operation, drag operation, swipe operation, hover operation, shortcut key, voice control, and gesture operation. The triggering operations provided in the embodiments of this application can be referred to the above description, and will not be repeated hereafter.

[0115] The virtual scene may include a master virtual object and at least one candidate virtual object. The master virtual object has a first virtual pet, and the at least one candidate virtual object includes the first virtual object. When there is only one candidate virtual object, the candidate virtual object is the first virtual object. When there are multiple candidate virtual objects, the candidate virtual objects include the first virtual object and other virtual objects. Other virtual objects can be virtual objects controlled by other users or non-player virtual objects.

[0116] In some embodiments, when the virtual scene is displayed from a first-person perspective, at least one candidate virtual object can be displayed simultaneously while the virtual scene is being displayed. Furthermore, the displayed virtual scene can be adjusted by the user according to actual usage needs until at least one candidate virtual object is displayed in the virtual scene.

[0117] In some embodiments, when the virtual scene is displayed from a third-person perspective, a main virtual object and at least one candidate virtual object can be displayed simultaneously while the virtual scene is being displayed. In some embodiments, when the virtual scene is being displayed, the main virtual object is displayed simultaneously, and the user adjusts the position of the main virtual object in the virtual scene according to actual usage needs, thereby adjusting the displayed virtual scene until at least one candidate virtual object is displayed in the virtual scene.

[0118] In some embodiments, when displaying a virtual scene, a first virtual pet can be displayed synchronously. In some embodiments, for a master virtual object, the master virtual object has at least one virtual pet, and the at least one virtual pet includes a first virtual pet; the number of first virtual pets can be one or more. In some embodiments, when displaying a virtual scene, in response to a first display command, the first virtual pet can be displayed, wherein the first display command can be triggered by corresponding controls, corresponding shortcut keys, corresponding voice, corresponding body movements, etc. In this way, the first virtual pet can be displayed in the virtual scene in different ways, thereby improving the user's gaming experience.

[0119] The first display instruction is described below. In some embodiments, a pet control can be displayed in the interface that displays the virtual scene. The number of pet controls can be at least one, and the at least one pet control includes a pet control for the first virtual pet. In response to a triggering operation on the pet control of the first virtual pet, the first display instruction is triggered, and the first virtual pet can be displayed in the virtual scene.

[0120] In some embodiments, in response to a selection instruction triggered by a pet control for a first virtual pet (equivalent to a first display instruction), the first virtual pet can be controlled to be displayed in a virtual scene. That is, in response to a triggering operation on the pet control, at least one first virtual pet can be displayed, and in response to a selection instruction triggered for at least one first virtual pet (equivalent to a first display instruction), the selected first virtual pet can be controlled to be displayed in the virtual scene.

[0121] In some embodiments, the first virtual pet resides within a first virtual container. Responding to a selection command for the pet control, the main virtual object can be controlled to hold the first virtual container corresponding to the first virtual pet. Responding to a throw command triggered by the main virtual object, the main virtual object can be controlled to throw the first virtual container into the virtual scene. Upon the first virtual container being thrown into the virtual scene, the first virtual pet is displayed in the virtual scene. The first virtual container can be any of a virtual sphere, virtual box, virtual book, virtual package, or virtual capsule, and can be configured according to actual usage needs. This approach allows for multiple ways to display the first virtual pet in the virtual scene, enriching the display methods and improving the user's gaming experience.

[0122] In some embodiments, after the main virtual object and its first virtual pet are displayed, the first virtual pet moves with the main virtual object in response to player character movement. The distance between the first virtual pet and the main virtual object is less than a first distance, and the first virtual pet can be located in any position relative to the main virtual object.

[0123] The first virtual pet can serve as a virtual vehicle for the controlling virtual object, meaning the controlling virtual object can ride the first virtual pet. In some embodiments, when displaying the first virtual pet, a riding control for the first virtual pet can be displayed simultaneously. That is, the first virtual pet and the riding control are displayed in the virtual scene, and in response to a trigger operation on the riding control, the controlling virtual object is controlled to ride the first virtual pet. This approach enriches the interaction methods between the controlling virtual object and the first virtual pet.

[0124] For example, referring to Figure 4, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a virtual scene 401 can be displayed. In the virtual scene 401, a master virtual object 402 and a first virtual pet 403 of the master virtual object 402 are displayed. The first virtual pet 403 is located to the right of the master virtual object 402, and the distance between the first virtual pet 403 and the master virtual object 402 is less than a first distance.

[0125] For example, referring to Figure 5, which is a schematic diagram of a virtual scene provided in the embodiment of this application, a virtual scene 501 can be displayed. In the virtual scene 501, a master virtual object 502 and a first virtual pet 503 of the master virtual object 502 are displayed. The first virtual pet 503 serves as a virtual vehicle for the master virtual object 502, and the master virtual object 502 rides the first virtual pet 503.

[0126] By using step 101 shown in Figure 3, virtual objects can be displayed in the virtual scene in multiple ways, or virtual objects and virtual pets can be displayed in multiple ways, which can improve the diversity of interaction methods. Furthermore, virtual objects and virtual pets can be displayed in multiple ways, which can improve the diversity of content displayed in the virtual scene.

[0127] In some embodiments, a ride invitation control is displayed in the interface showing the virtual scene (i.e., the display interface of the game application). In response to a trigger operation on the ride invitation control, the ride invitation function of the virtual scene is enabled. The ride invitation control is used to invite at least one candidate virtual object in the virtual scene to ride a first virtual pet. In this way, the ride invitation function of the virtual scene can be enabled according to actual usage needs, thereby improving the user's gaming experience.

[0128] In some embodiments, the virtual scene's ride invitation function is enabled in response to a press operation on the ride invitation control. The press operation on the ride invitation control is described below. In some embodiments, the press operation on the ride invitation control can be a click operation, that is, the user can click the ride invitation control, thereby enabling the virtual scene's ride invitation function in response to the press operation on the ride invitation control. When the virtual scene's ride invitation function is enabled, a crosshair for aiming in the virtual scene is displayed.

[0129] In some embodiments, the press operation on the ride invitation control can be a long press, where a press duration is greater than or equal to the specified press duration. When a user presses the ride invitation control for the specified duration, the press operation on the ride invitation control is triggered, thus activating the ride invitation function in the virtual scene. This method enriches the ways to activate the ride invitation function in the virtual scene.

[0130] In some embodiments, when the first virtual pet follows the main virtual object, in response to a trigger operation on the ride invitation control, the main virtual object can be controlled to ride the first virtual pet, and the ride invitation function of the virtual scene can be activated simultaneously. In this way, one-click triggering of the main virtual object riding the first virtual pet and activating the ride invitation function of the virtual scene can be achieved, improving interaction efficiency.

[0131] In some embodiments, when the first virtual pet follows the main virtual object, the riding invitation control may not be displayed in the virtual scene interface. Instead, a riding control may be displayed in the virtual scene interface, and in response to a trigger operation on the riding control, the main virtual object can be controlled to ride the first virtual pet. When the main virtual object rides the first virtual pet, the riding invitation control can be displayed in the virtual scene interface, and in response to a trigger operation on the riding invitation control, the riding invitation function of the virtual scene can be enabled. In this way, the riding invitation function of the virtual scene can be enabled according to actual usage needs, thereby improving the user's gaming experience.

[0132] In some embodiments, when the first virtual pet follows the main virtual object, the riding invitation control displayed in the virtual scene interface can be made unselectable, while the riding control itself can be displayed. In response to a trigger operation on the riding control, the main virtual object can be controlled to ride the first virtual pet. When the main virtual object rides the first virtual pet, the riding invitation control displayed in the virtual scene interface can be made selectable, and in response to a trigger operation on the riding invitation control, the riding invitation function of the virtual scene can be enabled. In this way, the riding invitation function of the virtual scene can be enabled according to actual usage needs, thereby improving the user's gaming experience.

[0133] In some embodiments, when the main virtual object rides the first virtual pet, the riding invitation function in the virtual scene can be automatically activated. Of course, the riding invitation function in the virtual scene can also be activated through riding invitation controls, corresponding shortcut keys, corresponding voice commands, corresponding body movements, etc. It can be set according to actual usage needs. Of course, the triggering operation of the riding invitation control in this embodiment can be referred to the foregoing description, and will not be repeated here.

[0134] For example, referring to Figure 6, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a ride invitation control 602 is displayed in the interface 601 that displays the virtual scene. In response to the trigger operation of the ride invitation control 602, the ride invitation function of the virtual scene is enabled.

[0135] In some embodiments, to facilitate users' intuitive understanding that the virtual scene ride invitation function has been enabled, a fourth prompt message can be displayed in response to a trigger operation on the ride invitation control. This fourth prompt message indicates that the virtual scene ride invitation function has been enabled. The fourth prompt message can be displayed as a pop-up window or a floating layer, allowing users to easily and intuitively understand that the virtual scene ride invitation function has been enabled.

[0136] In some embodiments, when the virtual scene ride invitation function is enabled, a fifth prompt message indicating that the virtual scene ride invitation function is enabled can be displayed in the associated area of ​​the ride invitation control; when the virtual scene ride invitation function is not enabled, a sixth prompt message indicating that the virtual scene ride invitation function is not enabled can be displayed in the associated area of ​​the ride invitation control. The associated area of ​​the ride invitation control can be the area where the ride invitation control is displayed, or it can be an area formed by a distance less than a second distance between the ride invitation control and the area, and can be set according to actual usage requirements.

[0137] For example, referring to Figure 7, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a ride invitation control 702 is displayed in the interface 701 that displays the virtual scene. If the ride invitation function of the virtual scene is not enabled, the ride invitation control 702 can display "Not enabled" (corresponding to the sixth prompt message).

[0138] Referring to Figure 8, which is a schematic diagram of the virtual scene provided in the embodiment of this application, in response to the trigger operation of the ride invitation control 702, the ride invitation function of the virtual scene is enabled. When the ride invitation function of the virtual scene is enabled, the ride invitation control 702 can display "Enabled" (corresponding to the fifth prompt message).

[0139] As shown in Figures 7 and 8, in response to the trigger operation of the ride invitation control 702, the "Not Enabled" displayed in Figure 7 can be switched to the "Enabled" displayed in Figure 8. This allows users to intuitively know whether the virtual scene ride invitation function is enabled, thereby improving the user's gaming experience.

[0140] Referring again to Figure 3, in step 102, the crosshair used for aiming in the virtual scene is displayed.

[0141] In some embodiments, in response to the activation of the virtual scene's ride invitation function (equivalent to when the virtual scene's ride invitation function is activated), a crosshair for aiming in the virtual scene can be displayed. The crosshair assists in aiming at virtual objects. In some embodiments, the crosshair can automatically aim at candidate virtual objects displayed in the virtual scene, for example, automatically aiming at the candidate virtual object closest to the main virtual object or located in the center of the screen display area. In some embodiments, the user can adjust the virtual object aimed at by the crosshair according to actual usage needs. This can be set according to actual usage.

[0142] For example, referring to Figure 9, which is a schematic diagram of a virtual scene provided in an embodiment of this application, in response to the activation of the ride invitation function in the virtual scene 901, a crosshair 902 is displayed for aiming in the virtual scene 901. The crosshair can automatically aim at candidate virtual objects 903 displayed in the virtual scene 901. In this way, it can automatically aim at virtual objects that can be invited to ride together, improving the accuracy of sending ride requests, thereby enhancing the user's gaming experience.

[0143] In some embodiments, in response to a trigger operation on the ride invitation control, the ride invitation function of the virtual scene can be enabled, and the main virtual object can be controlled to be in the aiming state. The aiming state means that the crosshair can be used to aim at the virtual object to be ridden together (i.e., the first virtual object). The view of the virtual scene can be adjusted to a first-person view or a third-person view in order to make aiming more accurate.

[0144] In some embodiments, in response to the activation of the ride invitation function in the virtual scene, a movement control for the crosshair is displayed. Responding to a movement command triggered by the movement control, the crosshair is moved within the virtual scene to aim at a first virtual object. The movement control is used to adjust the virtual object being aimed at by the crosshair. It should be noted that controlling the movement of the crosshair within the virtual scene can mean changing the crosshair's position within the virtual scene, or it can mean keeping the crosshair fixed in the center of the screen and changing its position by rotating the virtual scene's viewpoint. In this way, users can combine the movement control with the crosshair to aim at the virtual object they want to ride together, increasing the autonomy of sending ride requests and enriching the ways virtual objects can be ridden together.

[0145] In some embodiments, the movement control may include an up control, a down control, a left control, and a right control. In response to a triggering operation on at least one of the up control, down control, left control, and right control, a movement command may be triggered. In response to a movement command triggered based on at least one of the up control, down control, left control, and right control, a crosshair may be controlled to move in the virtual scene to aim at a first virtual object.

[0146] For example, referring to Figure 10, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a first virtual object 1007 is displayed in the virtual scene 1001. The virtual scene 1001 also displays a movement control for a crosshair 1002. The movement control may include an up control 1003, a down control 1004, a left control 1005, and a right control 1006.

[0147] Referring to Figure 11, which is a schematic diagram of a virtual scene provided in an embodiment of this application, and following Figure 10, a first virtual object 1007 is also displayed in the virtual scene 1001. In response to a trigger operation on the upward control 1003, the crosshair 1002 can be controlled to move within the virtual scene 1001 to aim at the first virtual object 1007. In this way, users can control the crosshair to aim at the virtual object they want to ride together, according to their actual needs, thereby increasing the autonomy of sending riding requests and enriching the ways to ride virtual objects together.

[0148] In some embodiments, the movement control includes a virtual joystick. Movement commands are triggered by dragging the virtual joystick, and in response to the dragging operation, a crosshair is controlled to move synchronously in the virtual scene to aim at a first virtual object. In some embodiments, instead of displaying explicit movement controls, the crosshair can be controlled to move in the virtual scene in response to a swipe operation on a touch area of ​​the screen.

[0149] In some embodiments, there are multiple crosshairs used to aim at multiple candidate virtual objects. The number of candidate virtual objects displayed in the virtual scene is also multiple. The crosshairs can automatically aim at the candidate virtual objects displayed in the virtual scene. The number of crosshairs can be the same as or different from the number of candidate virtual objects. If the number of crosshairs is less than the number of candidate virtual objects, there may be candidate virtual objects that are not being aimed at. If the number of crosshairs is greater than the number of candidate virtual objects, there may be crosshairs that are not aiming at candidate virtual objects. When multiple crosshairs are displayed, a target crosshair can be determined from the multiple crosshairs by clicking on a specific crosshair or by switching controls, and a riding request can be sent to the corresponding first virtual object based on that target crosshair.

[0150] For example, referring to Figure 12, which is a schematic diagram of a virtual scene provided in an embodiment of this application, two crosshairs are displayed in the virtual scene 1201, including crosshair 1202 and crosshair 1203. A first virtual object 1204 and a first virtual object 1205 are also displayed in the virtual scene 1201.

[0151] Referring to Figure 13, which is a schematic diagram of the virtual scene provided in the embodiment of this application, and following Figure 12, the crosshair 1202 can automatically aim at the first virtual object 1204, and the crosshair 1203 can automatically aim at the first virtual object 1205. In this way, the crosshair can automatically aim at the virtual object that can be invited to ride together, thereby improving the accuracy of sending riding requests and thus improving the user's gaming experience.

[0152] The following describes the method by which the crosshair automatically aims at virtual objects. In some embodiments, the crosshair can automatically aim at candidate virtual objects whose distance from the master virtual object is less than a third distance threshold. The virtual object aimed at by the crosshair is the first virtual object. If there are multiple candidate virtual objects whose distance is less than the third distance threshold, the one closest to the master virtual object can be aimed first, or any candidate virtual object whose distance from the master virtual object is less than the third distance threshold can be randomly selected as the first virtual object.

[0153] In some embodiments, the master virtual object can have a certain affinity with candidate virtual objects. The crosshair can automatically aim at the candidate virtual object whose affinity is greater than a first affinity threshold, and the virtual object aimed at by the crosshair is the first virtual object. This can be set according to actual usage requirements.

[0154] In some embodiments, multiple crosshairs are used to aim at multiple candidate virtual objects. The distance between any two targeted candidate virtual objects is less than a first distance threshold. In response to a movement command based on the crosshairs, the multiple crosshairs are controlled to move synchronously in the virtual scene to aim at the multiple first virtual objects. The synchronous movement can be a general translation while keeping the relative positions between the multiple crosshairs unchanged, or it can be controlled to present a divergent or convergent movement pattern. In this way, one-click aiming at multiple first virtual objects can be achieved, improving aiming efficiency. Aiming at the first virtual objects is used to send riding requests, thereby improving the efficiency of sending riding requests and enhancing the user's gaming experience.

[0155] The following describes how to control the movement of the crosshair in a virtual scene. In some embodiments, the displayed virtual scene may remain unchanged while the crosshair moves within it. In some embodiments, the crosshair can be positioned within a preset area of ​​the game application's display page, and the virtual scene can be changed to allow the crosshair to move within it. In other words, the crosshair's position on the screen is fixed, and its direction within the virtual scene is changed by rotating the virtual camera's viewpoint.

[0156] For example, the crosshair can be located in the center of the display page. Responding to the movement of the main virtual object within the virtual scene, the crosshair can be moved by controlling changes in the virtual scene. Alternatively, it can respond to commands to change the orientation of the virtual object, thus moving the crosshair. Of course, the displayed virtual scene can be changed in other ways as well, which are not limited here. In this way, the crosshair can move within the virtual scene to ensure it can be aimed at the virtual object subsequently, thereby increasing the success rate of sending riding requests.

[0157] In some embodiments, there can be multiple movement controls, each corresponding to a crosshair. For each movement control, in response to a movement command triggered on the control, the corresponding crosshair can be moved within the virtual scene, aiming at a first virtual object. To facilitate user differentiation, different movement controls and their corresponding crosshairs can be associated and displayed using the same color or marker. In this way, the crosshair can be controlled to aim at different first virtual objects, thereby improving the accuracy of aiming at virtual objects and enhancing the user's gaming experience.

[0158] In some embodiments, a user can click on a first virtual object displayed in the virtual scene to aim the crosshair at the clicked virtual object. That is, with the first virtual object and crosshair displayed, in response to a click on the first virtual object, the user can control the crosshair to aim at the clicked virtual object. After clicking the first virtual object, the crosshair can automatically follow the movement of that virtual object, maintaining a continuous aiming state. This method enables one-click aiming at the first virtual object, improving aiming efficiency and enhancing the user's gaming experience.

[0159] In some embodiments, the user aims at a first virtual object by dragging the crosshair. That is, when the first virtual object and the crosshair are displayed, in response to dragging the crosshair, the crosshair moves synchronously within the virtual scene; in response to canceling the dragging operation, the crosshair stops moving within the virtual scene. The crosshair can stop at the position corresponding to the first virtual object, thus achieving aiming at the first virtual object. In some embodiments, to reduce the difficulty of operation, a snap-in function can be set up. That is, when the user drags the crosshair to a preset range near the first virtual object and releases it, the crosshair automatically snaps to and aims at the first virtual object. This method improves the accuracy of aiming at the first virtual object, thereby enhancing the user's gaming experience.

[0160] Referring again to Figure 3, in step 103, when the crosshair is aimed at the first virtual object, in response to the invitation command for the first virtual object, a riding request is sent to the first virtual object.

[0161] In some embodiments, an invitation confirmation control for a crosshair is displayed in the interface displaying the virtual scene. When the crosshair is aimed at the first virtual object, in response to the triggering operation of the invitation confirmation control, it indicates that the first virtual object being aimed at wants to ride the first virtual pet together. This is equivalent to responding to the invitation command for the first virtual object and sending a riding request to the first virtual object.

[0162] Both the automatic aiming at the first virtual object and the aiming at the first virtual object via a movement control can trigger an invitation command for the first virtual object through an invitation confirmation control. This allows users to send riding requests by aiming, increasing autonomy in sending riding requests and enriching the diversity of interaction methods.

[0163] In some embodiments, in response to the activation of the ride invitation function in the virtual scene, a virtual joystick is displayed in the interface of the virtual scene. In response to dragging the virtual joystick, the crosshair moves synchronously within the virtual scene to aim at a first virtual object. In response to releasing the dragging operation on the virtual joystick, an invitation command is triggered. In some embodiments, when the user's finger leaves the display screen (i.e., the dragging operation is released), if the crosshair is currently aiming at a first virtual object, it is considered that an invitation has been initiated to that object. In this way, aiming at virtual objects using a virtual joystick and triggering an invitation command enriches the methods of aiming at virtual objects.

[0164] In some embodiments, to improve the cleanliness of the interface in the virtual scene, the number of displayed virtual controls can be controlled. The fifth style can be used to display the riding invitation control. In response to the pressing operation of the riding invitation control, the riding invitation function of the virtual scene is enabled, and the display style of the riding invitation control is switched from the fifth style to the sixth style. After the riding invitation function of the virtual scene is enabled, during the pressing operation, in response to the dragging operation of the riding invitation control of the sixth style, the position of the crosshair in the virtual scene is adjusted to aim at the first virtual object. In response to the release of the pressing operation, the invitation command is triggered.

[0165] Among them, the fifth style of the ride invitation control is used to enable the ride invitation function, and the sixth style of the ride invitation control is used to adjust the position of the crosshair in the virtual scene and send a ride request. The fifth style of the ride invitation control and the sixth style of the ride invitation control together realize the function of inviting virtual objects to ride together.

[0166] The fifth and sixth styles are described below. The fifth and sixth styles differ in some embodiments. At least one of the following can be different: the icon of the fifth style and the icon of the sixth style; the text of the fifth style and the text of the sixth style; the display area corresponding to the fifth style and the display area corresponding to the sixth style; and the color of the fifth style and the color of the sixth style. For example, the fifth style can be a regular button, while the sixth style can be extended to a joystick for easy dragging. In this way, the display style of the riding invitation control can be automatically changed as the user continuously presses the button. Different display styles of the riding invitation control perform different functions, thus enabling multiple operations to be completed with a single control. This improves the cleanliness of the virtual scene interface and enhances the user's gaming experience.

[0167] When the movement controls include a virtual joystick, in response to a dragging operation on the virtual joystick, after the crosshair moves within the virtual scene to aim at a first virtual object, the dragging operation is released, triggering an invitation command for the first virtual object. This invitation command allows a riding request to be sent to the first virtual object. In this way, combining the virtual joystick to trigger invitation commands, and the virtual joystick's ability to move the crosshair, improves the accuracy of sending riding requests, enriches the interaction methods, and enhances the user's gaming experience.

[0168] In some embodiments, in response to the activation of the ride invitation function in the virtual scene, the object status of each candidate virtual object is displayed at the associated location of each candidate virtual object. The associated location of the candidate virtual object can be the location where the candidate virtual object is displayed, or the associated location of the candidate virtual object can be a location at a fourth distance from the location where the candidate virtual object is displayed (e.g., the area above the candidate virtual object's head or the area at its feet). The location can be set according to the actual usage.

[0169] Object states include inviteable and invulnerable states. An inviteable state means the controlling virtual object can invite candidate virtual objects to ride together, while an invulnerable state means the controlling virtual object cannot invite candidate virtual objects to ride together. This increases the diversity of content displayed in the virtual scene, and allows users to intuitively understand the object states of candidate virtual objects, thereby improving the user's gaming experience.

[0170] The object status can be displayed in one or more ways, such as text, pattern, or video. For example, see Figure 14, which is a schematic diagram of a virtual scene provided in the embodiment of this application. In the virtual scene 1401, candidate virtual objects 1402 and 1403 are displayed. For candidate virtual object 1402, the object status 1404 of candidate virtual object 1402 can be displayed at the associated position of candidate virtual object 1402. The object status 1404 is "invitable". Therefore, candidate virtual object 1402 can be the first virtual object that rides the first virtual pet together with the main virtual object.

[0171] For candidate virtual object 1403, its object status 1405 can be displayed at its associated location. Object status 1405 is "uninvitable," therefore, candidate virtual object 1403 cannot be the first virtual object to ride the first virtual pet alongside the main virtual object. This method increases the diversity of content displayed in the virtual scene, allowing users to intuitively understand the object status of candidate virtual objects, thereby improving the user's gaming experience.

[0172] When displaying the object status of candidate virtual objects, step 103 shown in Figure 3 can be implemented as follows: when the crosshair is aimed at the first virtual object and the object status of the first virtual object is in an inviteable state, a ride request is sent to the first virtual object in response to an invitation command for the first virtual object. In this way, users can intuitively understand the object status of candidate virtual objects, thereby improving the accuracy of sending ride requests and enhancing the user's gaming experience.

[0173] In some embodiments, when the crosshair is aimed at the first virtual object and the first virtual object's object status is "uninvitable," a seventh prompt message can be displayed. This seventh prompt message informs the controlling virtual object that it cannot invite candidate virtual objects to ride together. The seventh prompt message can be displayed as a pop-up window or a floating layer, depending on actual usage needs. This method further reminds the controlling virtual object that it cannot invite candidate virtual objects to ride together, thereby improving the user's gaming experience.

[0174] In some embodiments, when the crosshair is aimed at the first virtual object, an invitation mark corresponding to the first virtual object is displayed at the aiming position of the crosshair. The invitation mark is used to indicate whether the first virtual object can be invited.

[0175] The invitation marker can be one or more of text markers, graphic markers, and video markers. It can include a first invitation marker and a second invitation marker. The first invitation marker indicates that the first virtual object can be invited, meaning the controlling virtual object can invite the first virtual object to ride together. The second invitation marker indicates that the first virtual object cannot be invited, meaning the controlling virtual object cannot invite the first virtual object to ride together.

[0176] If the first virtual object can be invited, a first invitation mark corresponding to the first virtual object is displayed at the aiming position of the crosshair. For example, see Figure 15, which is a schematic diagram of a virtual scene provided in the embodiment of this application. If the first virtual object 1501 can be invited, a first invitation mark 1503 corresponding to the first virtual object 1501 is displayed at the aiming position of the crosshair 1502.

[0177] If the first virtual object cannot be invited, a second invitation mark corresponding to the first virtual object is displayed at the aiming position of the crosshair. For example, referring to Figure 16, which is a schematic diagram of a virtual scene provided in an embodiment of this application, if the first virtual object 1601 cannot be invited, a second invitation mark 1603 corresponding to the first virtual object 1601 is displayed at the aiming position of the crosshair 1602.

[0178] The first invitation mark and the second invitation mark are different in that at least one of the following ways: the text corresponding to the first invitation mark is different from the text corresponding to the second invitation mark; the pattern of the first invitation mark is different from the pattern of the second invitation mark; the color of the first invitation mark is different from the color of the second invitation mark; the video of the first invitation mark is different from the video of the second invitation mark. For example, the pattern of the first invitation mark is a triangle, and the pattern of the second invitation mark can be a square; therefore, the patterns of the first invitation mark and the second invitation mark are different.

[0179] The difference between the patterns of the first and second invitation markers can include the patterns filled in the first and second invitation markers being different. For example, comparing Figures 15 and 16, it can be seen that the first invitation marker 1503 is not filled with a pattern, while the second invitation marker 1603 is filled with a pattern; therefore, the first invitation marker 1503 and the second invitation marker 1603 are different. This approach enhances the richness of the content displayed in the virtual scene, and allows users to intuitively identify which virtual objects they can invite to ride together and which they cannot, enabling them to accurately send ride requests and thus improving the user's gaming experience.

[0180] When the invitation marker indicates that the first virtual object cannot be invited—that is, when a second invitation marker corresponding to the first virtual object is displayed at the aiming position of the crosshair—the first virtual object can be controlled to be in an unselectable state. This is equivalent to being unable to trigger an invitation command for the first virtual object. Alternatively, in response to an invitation command for the first virtual object, an eighth prompt message can be displayed. The eighth prompt message can indicate that the first virtual object cannot be invited. The eighth prompt message may also include the reason why the first virtual object cannot be invited (e.g., "The other party is busy," "The other party is already riding," etc.). In this way, users can intuitively understand that they cannot invite the first virtual object, thereby improving the user's gaming experience.

[0181] The following explains the situation where virtual objects cannot be invited. In some embodiments, virtual objects cannot be invited to ride together when they are performing other operations. Other operations can be any operation other than riding together. For example, other operations can be one or more of the following: releasing a skill, learning a skill, purchasing virtual items, interacting with a non-player character, or being in a death countdown state. These operations can be set according to actual usage needs.

[0182] In some embodiments, if the virtual object is a non-player virtual object, it cannot be invited to ride together. In some embodiments, if the virtual object is pre-set not to accept ride requests (e.g., the function to reject invitations from strangers or reject ride-sharing is enabled in the game settings), it cannot be invited to ride together. In some embodiments, conditions for riding together can also be set; if the virtual object does not meet the conditions for riding together, it can be determined that the virtual object cannot be invited to ride together.

[0183] For example, the condition for co-riding could be that the virtual object is in the target area. If the virtual object is not in the target area, then the condition for co-riding is not met. Another example is that the virtual object's level is greater than a level threshold. If the virtual object's level is less than or equal to the level threshold, then the condition for co-riding is not met. Furthermore, if the virtual object is already riding or following other virtual objects, then the condition for co-riding is also not met. The conditions for co-riding can be set according to actual usage needs and are not limited here. This approach enriches the scenarios for co-riding, thereby improving the user's gaming experience.

[0184] Regarding step 103 shown in Figure 3, when the invitation marker indicates that the first virtual object can be invited, a ride request is sent to the first virtual object in response to the invitation command for the first virtual object. That is, when the first invitation marker corresponding to the first virtual object is displayed at the aiming position of the crosshair, a ride request is sent to the first virtual object in response to the invitation command for the first virtual object. At this time, a "Request sent" message can be displayed on the interface, and an invitation cooldown countdown can be started for the first virtual object to prevent repeated sending within a short period. This method improves the accuracy of sending ride requests, thereby enhancing the user's gaming experience.

[0185] In some embodiments, a virtual object can be invited to ride together if it is pre-configured to receive ride requests. In some embodiments, conditions for riding together can also be set, and if a virtual object meets the conditions for riding together, it can be determined that the virtual object can be invited to ride together.

[0186] For example, the condition for co-riding could be that the virtual object is in the target area; if the virtual object is in the target area, then the condition for co-riding is met. Another example is that the virtual object's level is greater than a level threshold; if the virtual object's level is greater than the level threshold, then the condition for co-riding is met. Yet another example is that the conditions for co-riding could include the main virtual object and the candidate virtual object being friends, or their intimacy level reaching a specified level. The conditions for co-riding can be set according to actual usage needs and are not limited here. In this way, the scenarios for co-riding can be enriched, thereby improving the user's gaming experience.

[0187] In some embodiments, the master virtual object can send riding requests to multiple candidate virtual objects. In some embodiments, different candidate virtual objects can be targeted sequentially. For each targeted candidate virtual object (i.e., the first virtual object), a riding request is sent to the targeted virtual object in response to an invitation command for the targeted virtual object. In this way, riding requests can be sent to multiple virtual objects, increasing the probability of riding requests being accepted. It should be noted that if the number of available riding positions for the first virtual pet is limited (e.g., only one empty position remains), riding requests sent to other virtual objects can automatically become invalid once one riding request is accepted.

[0188] In some embodiments, there can be multiple crosshairs, which can simultaneously aim at multiple candidate virtual objects. In response to a movement command triggered by a movement control, the multiple crosshairs are controlled to move synchronously within the virtual scene to aim at multiple first virtual objects. In response to an invitation command for multiple first virtual objects, a riding request is sent to each of the first virtual objects. This method enables one-click sending of riding requests to multiple virtual objects, increasing the probability of riding requests being accepted and improving the efficiency of sending riding requests.

[0189] In some embodiments, in response to an invitation command for a first virtual object, a first electronic device controlling the virtual object can generate a riding request including the identifier of the first virtual object and send the riding request to the server corresponding to the game. The server can determine a second electronic device of the first virtual object based on the identifier of the first virtual object in the riding request and send the riding request to the second electronic device of the first virtual object. Thus, the riding request sent by the controlling virtual object is displayed in the display interface of the second electronic device of the first virtual object. The riding request may include the object identifier of the controlling virtual object, the type or appearance information of the first virtual pet, and the timestamp of the invitation, so that the second electronic device can display a complete invitation card to the user.

[0190] For the second electronic device, the second electronic device can display the display interface of the game application, display a virtual scene in the display interface of the game application, and display the riding request sent by the main virtual object. The riding request can be displayed in the form of a pop-up window or a floating layer. In response to the confirmation instruction for the riding request, the second electronic device can generate the return information for the riding request and send the return information of the riding request to the server. The server can forward the return information of the riding request to the first electronic device.

[0191] Referring to Figure 3, in step 104, when the first virtual object accepts the riding request, the first virtual object and the main virtual object are controlled to ride the first virtual pet together.

[0192] In some embodiments, when the returned information indicates that the first virtual object has accepted the riding request, in response to the first virtual object accepting the riding request, the first virtual object and the main virtual object are controlled to ride the first virtual pet together. For example, referring to Figure 17, which is a schematic diagram of a virtual scene provided in an embodiment of this application, in response to the first virtual object 1702 accepting the riding request, the first virtual object 1702 and the main virtual object 1703 are controlled to ride the first virtual pet 1701 together. At this time, an animation of the first virtual object moving towards the first virtual pet can be played, or the first virtual object can be directly controlled to teleport to the riding position of the first virtual pet and switch the first virtual object to a riding posture. In this way, the diversity of interactions between different virtual objects can be improved, the ways in which virtual objects ride together can be enriched, thereby improving the user's gaming experience.

[0193] In some embodiments, the master virtual object can send riding requests to multiple candidate virtual objects, including a first virtual object. For ease of understanding, at least one candidate virtual object also includes a second virtual object. When the crosshair is aimed at the second virtual object, in response to the invitation command for the second virtual object, a riding request is sent to the second virtual object. Refer to the description of step 103 shown in FIG3, and make equivalent substitutions for step 103 shown in FIG3. There are no limitations here. The second virtual object can correspond to a third electronic device.

[0194] In some embodiments, in response to an invitation command for a second virtual object, the first electronic device controlling the virtual object can generate a riding request including the identifier of the second virtual object and send the riding request to the server corresponding to the game. The server can determine the third electronic device of the second virtual object based on the identifier of the second virtual object in the riding request and send the riding request to the third electronic device of the second virtual object. Thus, the riding request sent by the controlling virtual object is displayed in the display interface of the third electronic device of the second virtual object. If the available riding slots of the first virtual pet are full at this time (e.g., they have been occupied by other virtual objects), the server can intercept the request or display a "mounts full" prompt on the third electronic device.

[0195] For the third electronic device, it can display the game application's interface, show a virtual scene, and display a riding request sent by the main virtual object. The riding request can be displayed as a pop-up or a floating layer. The pop-up contains "accept" and "reject" options, accompanied by a countdown progress bar. If no action is taken within the timeout period, the request is rejected by default. In response to a confirmation command for the riding request (a trigger operation based on the "accept" option can be used to trigger a confirmation command for the riding request), the third electronic device can generate a response message for the riding request and send it to the server. The server can then forward the response message to the first electronic device.

[0196] In some embodiments, the following description, in conjunction with the first virtual object and the second virtual object, explains the situation after sending riding requests to multiple candidate virtual objects. The virtual object that will ride the first virtual pet with the master virtual object can be determined by one or more of the following factors: the time of accepting the riding request, the distance between the location of the accepting riding request and the location of the master virtual object, the relationship between the virtual object accepting the riding request and the master virtual object, the intimacy between the virtual object accepting the riding request and the master virtual object, and the level of the virtual object accepting the riding request. In practical applications, riding slots are limited, and the server needs to determine which object will be eligible to ride based on a preset priority strategy. The priority strategy can be the earliest sending time, the highest intimacy, the highest level, etc., and can also be found in the following descriptions, which are not limited here.

[0197] In some embodiments, in response to a first virtual object accepting a riding request at a first moment and a second virtual object accepting a riding request at a second moment, with the first moment being earlier than the second moment, the system controls the first virtual object and the main virtual object to ride the first virtual pet together. The first and second moments are based on the time the server receives the returned information to avoid judgment errors caused by client network latency. For the second virtual object, a "seats full" or "invitation expired" prompt message can be sent to it.

[0198] In some embodiments, in response to a first virtual object accepting a riding request at a first moment and a second virtual object accepting a riding request at a second moment, with the first moment being later than the second moment, the second virtual object is controlled to ride the first virtual pet together with the controlling virtual object. That is, when both the first and second virtual objects accept the riding request, the virtual object that accepts the riding request first can be controlled to ride the first virtual pet together with the controlling virtual object. This enriches the scenarios of riding the first virtual pet together and improves the user's gaming experience.

[0199] In some embodiments, the difference between the first moment and the second moment is less than a difference threshold. In response to an invitation command for multiple candidate virtual objects, a riding request is sent to the virtual object corresponding to the invitation command. A time interval is preset, with the time interval starting from the time point when the riding request is sent. The duration of the time interval is a preset duration. If multiple candidate virtual objects accept the riding request within the time interval, the virtual object that accepts the riding request earliest is controlled to ride the first virtual pet together with the main virtual object. In this way, the situations of riding the first virtual pet together can be enriched, and the user's game experience can be improved.

[0200] If a candidate virtual object accepts a riding request within a time interval, then the virtual object that accepts the riding request within the time interval and the main virtual object ride the first virtual pet together. In this way, the situations in which they ride the first virtual pet together can be enriched, and the user's gaming experience can be improved.

[0201] In some embodiments, in response to a first virtual object accepting a riding request at a first location, a second virtual object accepting a riding request at a second location, and the distance between the first location and the master virtual object being less than the distance between the second location and the master virtual object, the first virtual object and the master virtual object are controlled to ride the first virtual pet together.

[0202] In some embodiments, in response to a first virtual object accepting a riding request at a first location and a second virtual object accepting a riding request at a second location, and the distance between the second location and the master virtual object being less than the distance between the first location and the master virtual object, the second virtual object is controlled to ride the first virtual pet together with the master virtual object. That is, when both the first and second virtual objects accept riding requests, the virtual object closer to the master virtual object can be controlled to ride the first virtual pet together with the master virtual object. This enriches the possibilities of riding the first virtual pet together and improves the user's gaming experience.

[0203] For example, referring to Figure 18, which is a schematic diagram of a virtual scene provided in an embodiment of this application, the virtual scene 1801 displays a first virtual object 1802, a second virtual object 1805, a master virtual object 1804, and a first virtual pet 1803. The master virtual object 1804 rides the first virtual pet 1803. In response to the first virtual object 1802 accepting a riding request at a first position and the second virtual object 1805 accepting a riding request at a second position, and the distance between the second position and the master virtual object 1804 being less than the distance between the first position and the master virtual object 1804, the second virtual object 1805 and the master virtual object 1804 are controlled to ride the first virtual pet 1803 together. In this way, the scenarios of riding the first virtual pet together can be enriched, improving the user's gaming experience.

[0204] In the interaction method in the virtual scene provided in the embodiments of this application, when both the first virtual object and the second virtual object accept the riding request, the virtual object closer to the main virtual object can be controlled to ride the first virtual pet together with the main virtual object. In this way, the situations of riding the first virtual pet together can be enriched, and the user's game experience can be improved.

[0205] In some embodiments, if both the first virtual object and the second virtual object accept the riding request, and if the first virtual object has a friend relationship with the master virtual object, but the second virtual object does not have a friend relationship with the master virtual object, the first virtual object and the master virtual object can be controlled to ride the first virtual pet together.

[0206] In some embodiments, if both the first virtual object and the second virtual object accept the riding request, and if the first virtual object and the main virtual object do not have a friend relationship, but the second virtual object and the main virtual object do have a friend relationship, the second virtual object and the main virtual object can be controlled to ride the first virtual pet together.

[0207] In some embodiments, the relationship between the first virtual object and the master virtual object can be set according to actual usage needs. In the interaction method in the virtual scene provided in this application embodiment, the virtual object that rides the first virtual pet together with the master virtual object can be determined by combining the relationship between the virtual object that accepts the riding request and the master virtual object. In this way, the situations of riding the first virtual pet together can be enriched, and the user's gaming experience can be improved.

[0208] In some embodiments, if both the first virtual object and the second virtual object accept the riding request, and the intimacy between the first virtual object and the master virtual object is greater than the intimacy between the second virtual object and the master virtual object, the first virtual object and the master virtual object can be controlled to ride the first virtual pet together.

[0209] In some embodiments, if both the first virtual object and the second virtual object accept the riding request, and the intimacy between the first virtual object and the master virtual object is less than the intimacy between the second virtual object and the master virtual object, the second virtual object and the master virtual object can be controlled to ride the first virtual pet together. The intimacy can be calculated based on special social relationships (such as whether they are friends, master and apprentice, sworn brothers, or belong to the same group).

[0210] In some embodiments, the intimacy between the virtual object and the main virtual object can be determined by combining one or more of the following: the number of interactions, the number of days since the friendship was established, and the number of days of the conversation. This can be set according to actual usage needs. In the interaction method in the virtual scene provided in this application embodiment, the virtual object that rides the first virtual pet together with the main virtual object can be determined by combining the intimacy between the virtual object accepting the riding request and the main virtual object. This approach enriches the scenarios of riding the first virtual pet together and improves the user's gaming experience.

[0211] In some embodiments, when both the first virtual object and the second virtual object accept the riding request, if the level of the first virtual object is greater than the level of the second virtual object, the first virtual object and the controlling virtual object can be controlled to ride the first virtual pet together. In some embodiments, when both the first virtual object and the second virtual object accept the riding request, if the level of the first virtual object is less than the level of the second virtual object, the second virtual object and the controlling virtual object can be controlled to ride the first virtual pet together.

[0212] In the virtual scene interaction method provided in this application embodiment, the virtual objects that ride the first virtual pet together with the main virtual object can be determined by combining the level of the virtual objects. This enriches the scenarios of riding the first virtual pet together and improves the user's gaming experience.

[0213] Regarding the situation where the virtual object that rides the first virtual pet with the main virtual object is determined by any one of the following factors: the time of accepting the riding request, the distance between the location of accepting the riding request and the location of the main virtual object, the relationship between the virtual object accepting the riding request and the main virtual object, the intimacy between the virtual object accepting the riding request and the main virtual object, and the level of the virtual object accepting the riding request, other methods can be used to determine the virtual object that rides the first virtual pet with the main virtual object if they are equal.

[0214] For example, in some embodiments, in response to a first virtual object accepting a riding request at a first moment and a second virtual object accepting a riding request at a second moment, and the first moment being equal to the second moment, the virtual object that will ride the first virtual pet together with the controlling virtual object is further determined by the position of the object accepting the riding request. In response to the first virtual object accepting a riding request at a first position and the second virtual object accepting a riding request at a second position, and the distance between the first position and the controlling virtual object being less than the distance between the second position and the controlling virtual object, the first virtual object is controlled to ride the first virtual pet together with the controlling virtual object. In this way, the object that will ride the first virtual pet together with the controlling virtual object can be accurately determined, improving the accuracy of joint riding.

[0215] The time of accepting the riding request, the distance between the location of accepting the riding request and the location of the master virtual object, the relationship between the virtual object accepting the riding request and the master virtual object, the intimacy level between the virtual object accepting the riding request and the master virtual object, and the level of the virtual object accepting the riding request are all elements that determine the virtual object that rides the first virtual pet together with the master virtual object.

[0216] By considering at least two of the following factors to determine which virtual object will share the first virtual pet with the main virtual object: the time of accepting the riding request, the distance between the location accepting the riding request and the location of the main virtual object, the relationship between the virtual object accepting the riding request and the main virtual object, the intimacy level between the virtual object accepting the riding request and the main virtual object, and the level of the virtual object accepting the riding request, different elements can be used to determine the candidate virtual objects that will share the first virtual pet with the main virtual object. If the candidate virtual objects corresponding to different elements are consistent, then the candidate virtual object is determined to be the virtual object that will share the first virtual pet with the main virtual object. In this way, the accuracy of determining which virtual object will share the first virtual pet with the main virtual object can be improved.

[0217] When different elements correspond to different candidate virtual objects, and different elements have priorities, the candidate virtual object corresponding to the element with the highest priority can be determined as the virtual object that rides the first virtual pet together with the main virtual object. The priority can be set according to actual usage requirements.

[0218] For example, the priority of accepting a riding request is higher than the distance between the location of the request and the location of the main virtual object; the priority of the distance between the request location and the main virtual object is higher than the relationship between the requesting virtual object and the main virtual object; the priority of the relationship between the requesting virtual object and the main virtual object is higher than the intimacy level between them; and the priority of the intimacy level is higher than the level of the requesting virtual object. In this way, the first virtual pet to ride together with the main virtual object can be accurately determined, improving the accuracy of co-riding.

[0219] In some embodiments, the number of candidate virtual objects can be counted, and virtual objects with a number exceeding a threshold are identified as those that will ride the first virtual pet together with the controlling virtual object. For example, the virtual object with the largest number of candidate virtual objects can be identified as the one that will ride the first virtual pet together with the controlling virtual object. After identifying the virtual object that will ride the first virtual pet together with the controlling virtual object, this virtual object can be controlled to ride the first virtual pet together with the controlling virtual object. Meanwhile, for other unselected virtual objects, feedback messages such as "seat full" or "invitation expired" can be sent to avoid interaction confusion. In this way, the virtual objects that will ride the first virtual pet together with the controlling virtual object can be accurately identified, improving the accuracy of joint riding.

[0220] The interaction method in the virtual scene provided in this application embodiment can use multiple methods to determine the virtual object that rides the first virtual pet together with the main virtual object. This can improve the accuracy of determining the virtual object and enrich the situations of riding the first virtual pet together, thereby improving the user's gaming experience.

[0221] The interaction method in the virtual scene provided in this application embodiment can display a virtual scene, which includes a master virtual object and at least one candidate virtual object. The master virtual object has a first virtual pet, and the at least one candidate virtual object includes the first virtual object. In response to the activation of the riding invitation function in the virtual scene, a crosshair for aiming in the virtual scene is displayed, which can improve the richness of the content displayed in the virtual scene. When the crosshair is aimed at the first virtual object, in response to the invitation command for the first virtual object, a riding request is sent to the first virtual object. In response to the first virtual object accepting the riding request, the first virtual object and the master virtual object are controlled to ride the first virtual pet together.

[0222] In this embodiment, a riding request can be sent using an aiming method. For the user controlling the main virtual object, the user can control the crosshair to aim at the virtual object they want to ride together, increasing the autonomy in sending riding requests and enriching the diversity of interaction methods. Only when the first virtual object accepts the riding request will the user control the first virtual object and the main virtual object to ride the first virtual pet together. For the user controlling the first virtual object, they can determine whether to accept the riding request based on actual usage needs, increasing the autonomy in accepting riding requests, enhancing the diversity of interactions between different virtual objects, enriching the ways virtual objects can ride together, improving the resource utilization of electronic devices, thereby improving the user's gaming experience and solving technical problem 1.

[0223] The virtual scene interaction method provided in this application simplifies the operation process and improves human-computer interaction efficiency. The first virtual object is directly determined through the intuitive operation of aiming, and a ride request can be sent by combining this with an invitation command. This simplifies the ride invitation method in related technologies to just aiming and triggering an invitation command, greatly shortening the operation path, enabling rapid initiation of ride invitations, and improving the convenience and response speed of the operation.

[0224] It improves the accuracy and error tolerance of target selection. By using a crosshair for line-of-sight alignment, it can more accurately lock onto the first virtual object the user wants to interact with, avoiding the problem of difficulty in selecting the first virtual object among many virtual objects and reducing the probability of accidental operation. It enhances user immersion and visual experience, eliminating the need to bring up complex display interfaces and maintaining the integrity and continuity of the virtual scene. Users can complete social interactions without leaving their current perspective and operation mode, making the game experience smoother and more natural, and enhancing immersion.

[0225] It enhances the immediacy of virtual social interaction and lowers the barrier for players to initiate social behaviors (such as riding together). When a player sees the first virtual person they want to invite in the scene, they can immediately initiate an interaction, enhancing the immediacy and fun of multiplayer interaction and helping to promote social activity in the virtual environment. It can utilize players' existing perspective control habits (adjusting the crosshair) without requiring players to move their fingers significantly to click buttons or lists on the edge of the screen, improving the feel of the controls.

[0226] In some embodiments, after step 103 shown in FIG3, that is, after sending a riding request to the first virtual object, in response to a control command for the crosshair, the crosshair is controlled to aim at the first virtual object again. In response to a re-triggered invitation command for the first virtual object, if the time difference between the two invitation commands executed for the first virtual object is less than a time difference threshold, a first prompt message is displayed. The first prompt message indicates that the frequency of sending riding requests has reached a frequency threshold and cannot be sent again. Setting a frequency threshold can prevent the master virtual object from frequently sending riding requests to the first virtual object, avoiding affecting the normal gaming experience of the first virtual object due to frequent riding requests, and also reducing the processing pressure on the server.

[0227] For example, referring to Figure 19, which is a schematic diagram of a virtual scene provided in an embodiment of this application, the virtual scene 1901 displays a first virtual object 1902, a master virtual object 1904, and a first virtual pet 1903. The master virtual object 1904 rides the first virtual pet 1903. In response to a re-triggered invitation command for the first virtual object 1902, if the time difference between the two invitation commands executed for the first virtual object 1902 is less than a time difference threshold, a first prompt message 1905 is displayed. The first prompt message 1905 is "Frequent operation, please try again later." Here, "frequent operation" means that the frequency of sending the riding request has reached the frequency threshold, and "please try again later" is used to indicate that the riding request cannot be sent again at present. In this way, users can intuitively know whether the riding request was sent successfully and the reason for the failure of the riding request, which can improve the user experience.

[0228] In some embodiments, the first notification message can be displayed as a pop-up window or a floating layer. The first notification message can have a first display duration, and can be automatically canceled when the first display duration reaches the specified duration. For example, the first notification message could be "The frequency of sending ride requests has reached the frequency threshold; ride requests cannot be sent again." When the first display duration of the first notification message reaches 5 seconds (the first duration), it can be automatically canceled. Simultaneously with displaying the first notification message, a failure sound effect can be played or vibration feedback from the terminal device can be triggered, providing a multi-dimensional interactive reminder to the user. In this way, users can intuitively understand whether the ride request was successfully sent and the reason for the failure, improving the user experience.

[0229] In some embodiments, the first prompt message may further include a first countdown. In response to the first countdown reaching 0, a re-invite control for the first prompt message is displayed, the re-invite control is selected, or a previously grayed-out, unclickable invitation button is restored to a clickable state. In response to the triggering operation of the re-invite control, an invitation command for the first virtual object can be triggered again. In response to the invitation command for the first virtual object, a riding request is sent to the first virtual object. In response to the first virtual object accepting the riding request, the first virtual object and the main virtual object are controlled to ride the first virtual pet together. This approach helps users improve the accuracy of resending riding requests, thereby enhancing the user's gaming experience.

[0230] In some embodiments, the first prompt message also includes a cancel control. In response to a triggering operation on the cancel control, the first prompt message can be canceled from display; or in response to a user clicking on a blank area outside the first prompt message, the first prompt message can be canceled from display. In this way, the first prompt message can be canceled from display according to the user's actual needs, thereby improving the user's gaming experience.

[0231] In some embodiments, after step 103 shown in FIG3, that is, after sending a ride request to the first virtual object, if the crosshair is not aimed at any candidate virtual object (or if the crosshair is aimed at a non-interactive background object), in response to the invitation command, a second prompt message is displayed, which is used to indicate that there is no invited candidate virtual object.

[0232] In some embodiments, when there are candidate virtual objects in the virtual scene, if the crosshair is not aimed at any candidate virtual object, it indicates that the user's movement of the crosshair is inaccurate. In response to the invitation command, a second prompt message is displayed. The second prompt message is used to indicate that there are no invited candidate virtual objects. In this case, the second prompt message may also include movement prompt message, which is used to assist the user in moving the crosshair. The movement prompt message can be determined based on the relative position of the position aimed at by the crosshair and the candidate virtual object closest to the crosshair. In addition, an indicator arrow may be displayed, pointing to the candidate virtual object closest to the crosshair, to provide more intuitive visual guidance.

[0233] For example, referring to Figure 20, which is a schematic diagram of a virtual scene provided in this application embodiment, in the case where there are candidate virtual objects 2003 in virtual scene 2001, if the crosshair 2002 is not aimed at any candidate virtual object, it indicates that the user's movement of the crosshair is inaccurate and the crosshair is not aimed at any virtual object, that is, there is no invited candidate virtual object. In response to the invitation command, a second prompt message 2004 is displayed, which is "Not aimed at virtual object, try again." Here, "Not aimed at virtual object" is used to indicate that there is no invited candidate virtual object, and "Try moving to the left" is a movement prompt message. In this way, the user can intuitively know whether the ride request was sent successfully and the reason for the ride request failure, which can improve the user experience.

[0234] In some embodiments, when no candidate virtual objects exist in the virtual scene, and the crosshair is not aimed at any candidate virtual object, a second prompt message is displayed in response to the invitation command. This second prompt message indicates that no invited candidate virtual object exists in the virtual scene. In this case, the second prompt message may further include location guidance information, which guides the main virtual object to a location where a candidate virtual object exists. For example, the location guidance information may be displayed by marking the location of the nearest candidate virtual object on a minimap, or by generating a navigation path on the ground of the virtual scene. In this way, users can intuitively know whether the ride request was successfully sent and the reason for any failure, thus improving the user experience.

[0235] In some embodiments, regarding step 104 shown in FIG3, in response to the first virtual object accepting a riding request within a target time period, the first virtual object and the master virtual object are controlled to ride the first virtual pet together. That is, there is a corresponding target time period for each riding request. The target time period can be preset, or it can be determined based on one or more of the following: the number of riding requests sent, the historical duration of accepting riding requests from the master virtual object, and the level of the first virtual pet. The duration corresponding to the target time period is greater than or equal to the historical duration (for example, if the historical average acceptance duration is 5 seconds, then the target time period is set to at least 5 seconds), thereby increasing the probability of the riding request being accepted and improving the user's gaming experience.

[0236] In some embodiments, if the first virtual object does not accept a ride request within a target time period, it indicates that the first virtual object has a low willingness to accept the ride request, and therefore the ride request for the first virtual object can be cancelled. In this way, ride requests for the first virtual object can be automatically cancelled. For the terminal corresponding to the first virtual object, this improves the cleanliness of the display interface, prevents expired request pop-ups from obstructing the game's view, and thus enhances the user's gaming experience.

[0237] In some embodiments, after controlling the first virtual object and the master virtual object to ride the first virtual pet together, a disband control can be displayed in the interface displaying the virtual scene. In response to the triggering operation of the disband control, the first virtual object and the master virtual object are removed from the first virtual pet.

[0238] For example, referring to Figure 21, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a first virtual object 2102 and a master virtual object 2103 jointly ride a first virtual pet 2101. A disband control 2104 is displayed in the interface showing the virtual scene. In response to a trigger operation on the disband control 2104, the first virtual object 2102 and the master virtual object 2103 are removed from the first virtual pet 2101. In this way, it is possible to cancel the virtual objects (including the first virtual object and the master virtual object) from riding the first virtual pet with one click, thereby improving the efficiency of canceling the virtual objects from riding the first virtual pet.

[0239] In some embodiments, a first virtual object and a master virtual object are controlled to ride a first virtual pet together. A pet switching control is displayed in the virtual scene interface. In response to a trigger operation on the pet switching control, the first virtual object and the master virtual object are removed from the first virtual pet, the first virtual pet is switched to a second virtual pet, and the master virtual object is controlled to ride the second virtual pet. If the second virtual pet also supports two-person riding, the first virtual object can be controlled to ride the second virtual pet simultaneously; if it does not support riding, the first virtual object will be removed to the ground.

[0240] In some embodiments, a pet switching control may be displayed in the virtual scene. In response to a trigger operation on the pet switching control, at least one virtual pet owned by the player character may be displayed. In response to a selection operation on the second virtual pet among the at least one virtual pet, it is equivalent to responding to a trigger operation on the pet switching control, removing the first virtual object and the main virtual object from the first virtual pet, switching the first virtual pet to the second virtual pet, and controlling the main virtual object to ride the second virtual pet.

[0241] In some embodiments, multiple pet switching controls can be displayed in the virtual scene. Each pet switching control displays the identification information of a virtual pet. One pet switching control corresponds to one virtual pet, and one virtual pet corresponds to one identification information. The identification information can be one or more of the following: the virtual pet's avatar, the virtual pet's name, and the virtual pet's unique identifier. It can be set according to actual usage requirements.

[0242] In response to the trigger operation of the pet switching control for the second virtual pet, it is equivalent to removing the first virtual object and the main virtual object from the first virtual pet, switching the first virtual pet to the second virtual pet, and controlling the main virtual object to ride the second virtual pet.

[0243] For example, referring to Figure 22, which is a schematic diagram of a virtual scene provided in the embodiment of this application, the first virtual object 2202 and the main virtual object 2203 ride the first virtual pet 2201 together. Multiple pet switching controls can be displayed in the virtual scene. In Figure 22, only the pet switching control 2204 is marked. Each pet switching control displays the avatar of a virtual pet. The pet switching control 2204 is used to switch the first virtual pet 2201 to the second virtual pet 2205.

[0244] In response to the triggering operation of the pet switching control 2204 for the second virtual pet 2205, the first virtual object 2202 and the main virtual object 2203 are removed from the first virtual pet 2201, the first virtual pet 2201 is switched to the second virtual pet 2205, and the main virtual object 2203 is controlled to ride the second virtual pet 2205. In this way, the virtual pet ridden by the main virtual object can be switched, improving the interaction between the main virtual object and the virtual pet, thereby enhancing the user's gaming experience.

[0245] In some embodiments, the pet switching control can be a pet control (i.e., a shortcut for summoning or recalling a pet). The pet control is described below. Multiple pet controls are displayed in the virtual scene interface. There is a one-to-one correspondence between the pet control and the virtual pet. Each pet control can display the identification information of the corresponding virtual pet. The identification information can be one or more of the following: the name of the virtual pet, the avatar of the virtual pet, and the unique identifier of the virtual pet. No limitation is made here.

[0246] In some embodiments, after controlling the first virtual object and the master virtual object to ride the first virtual pet together, in response to the selection instruction for the pet control corresponding to the second virtual pet, the first virtual object and the master virtual object are removed from the first virtual pet, the first virtual pet is switched to the second virtual pet, and the master virtual object is controlled to ride the second virtual pet.

[0247] In some embodiments, the second virtual pet resides within a second virtual container. In response to a selection command for the pet control corresponding to the second virtual pet, the first virtual object and the main virtual object can be removed from the first virtual pet, effectively discontinuing the shared riding. The main virtual object is then controlled to hold the second virtual container corresponding to the second virtual pet. In response to a throw command triggered by the main virtual object, the main virtual object throws the second virtual container into the virtual scene. Upon the second virtual container being thrown into the virtual scene, the second virtual pet is displayed in the virtual scene. Essentially, a selection command for the pet control can discontinuing the shared riding.

[0248] In some embodiments, a throwing command can be triggered by a throwing control. In response to a selection command for the pet control corresponding to the virtual pet, the virtual pet's identification information can be displayed in the associated area of ​​the throwing control. Based on the throwing control, in response to a throwing command triggered on the main virtual object, the main virtual object is controlled to throw the virtual container into the virtual scene. In response to the virtual container being thrown into the virtual scene, the virtual pet is controlled to be displayed in the virtual scene. The aforementioned virtual pet can correspond to either a first virtual pet or a second virtual pet, and can be equivalently replaced.

[0249] In some embodiments, in response to a selection instruction for the pet control corresponding to the virtual pet, the throwing control can be displayed in the seventh style. In response to a throwing instruction triggered for the main virtual object, the display style of the throwing control can be switched from the seventh style to the eighth style. That is, after the virtual pet is displayed, the throwing control can be displayed in the eighth style.

[0250] The seventh style displays a throwing control used to throw virtual containers (e.g., displayed as a Poké Ball icon), while the eighth style displays a throwing control used to recall the corresponding virtual pet to the virtual container (e.g., displayed as a "Recall" icon or a miniature image of the corresponding pet). Accordingly, by using the eighth style to display the throwing control to recall the first virtual pet and remove the first virtual object and the main virtual object from it, the ways to disband shared riding can be enriched, thereby improving the user's gaming experience. The seventh and eighth styles differ; please refer to the explanations for the fifth and sixth styles and make equivalent substitutions, which will not be elaborated upon here.

[0251] When displaying the second virtual pet, its riding controls can be displayed simultaneously. This means displaying the second virtual pet and its riding controls within the virtual scene. In response to triggering the riding controls, the main virtual object can be controlled to ride the second virtual pet. This allows for the switching of the first virtual pet to the second, and the control of the main virtual object to ride the second virtual pet. This method enables switching between the virtual pets ridden by the main virtual object, enhancing the interaction between them and improving the user's gaming experience.

[0252] In some embodiments, after controlling the first virtual object and the master virtual object to ride the first virtual pet together, a removal control is displayed in the interface of the virtual scene. In response to the triggering operation of the removal control, the first virtual object is removed from the first virtual pet so that the master virtual object can ride the first virtual pet alone.

[0253] For example, referring to Figure 23, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a first virtual object 2302 and a main virtual object 2303 jointly ride a first virtual pet 2301. A removal control 2304 is displayed on the interface showing the virtual scene. In response to a trigger operation on the removal control 2304, the first virtual object 2302 is removed from the first virtual pet 2301, allowing the main virtual object 2303 to ride the first virtual pet 2301 alone. In this way, the first virtual object can be removed with one click, equivalent to canceling joint riding of the first virtual pet with one click, allowing the main virtual object to ride the first virtual pet alone, thus improving the user's gaming experience.

[0254] In some embodiments, before controlling the master virtual object to ride the first virtual pet, the riding control can be displayed in a first style. After controlling the master virtual object to ride the first virtual pet, the display style of the riding control can be switched from the first style to the second style. In response to a trigger operation on the riding control in the second style, the master virtual object is removed from the first virtual pet.

[0255] The riding control, displayed in the first style, is used to control the main virtual object to ride the first virtual pet, while the riding control, displayed in the second style, is used to remove the main virtual object from the first virtual pet. The two controls serve different purposes; using different styles allows for both riding and removing the virtual pet, improving the cleanliness of the virtual scene's interface.

[0256] The first style and the second style are different. In some embodiments, at least one of the following may be different: the icon of the first style and the icon of the second style; the text of the first style and the text of the second style; the display area corresponding to the first style and the display area corresponding to the second style; the color of the first style and the color of the second style.

[0257] In some embodiments, after controlling the first virtual object and the main virtual object to ride the first virtual pet together, the first virtual pet is controlled to move within a target area. The target area can be a mutually visible area where the main virtual object and the candidate virtual objects can see each other. The area of ​​the target area can be set according to actual usage requirements. The target area can be a regular shape or an irregular shape. If the target area is a regular shape, for example, a circle, the radius and diameter of the target area can be set according to actual usage requirements.

[0258] The first virtual pet's movement within the target area can be achieved through movement controls. When the first virtual pet moves within the target area, it is equivalent to the first virtual object and the main virtual object moving synchronously within the target area, which can improve the interaction between the first virtual object and the main virtual object and enhance the user's gaming experience.

[0259] When the distance between the first virtual pet and the boundary of the target area is less than the second distance threshold, a third prompt message is displayed. This third prompt message indicates that if the first virtual pet moves out of the target area, the shared riding relationship between the first virtual object and the main virtual object will be terminated. The third prompt message can be displayed as a pop-up window or a floating layer.

[0260] For example, referring to Figure 24, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a first virtual object 2402 and a main virtual object 2403 jointly ride a first virtual pet 2401. When the distance between the first virtual pet 2401 and the boundary 2405 of the target area is less than a second distance threshold, a third prompt message 2406 is displayed, which reads "Leaving the target area ahead, the joint ride will be discontinued." In this way, users can easily and intuitively know whether they will leave the target area, while reducing the user's sense of separation and loss when leaving the target area, and establishing psychological expectations when leaving the target area.

[0261] In some embodiments, if there is activity in the target area, the activity is an activity involving shared riding, and the third prompt information may further include an activity start prompt, which is used to indicate that an activity is about to begin. In this way, users can easily and intuitively understand the activities in the target area, thereby improving the user's gaming experience.

[0262] In some embodiments, when the distance between the first virtual pet and the boundary of the target area is less than a second distance threshold, a boundary effect of the target area is displayed. This boundary effect can enhance the richness and diversity of the displayed content in the virtual scene, increasing visual impact and engagement. In this way, the diversity of content displayed in the virtual scene can be improved, and the user's gaming experience can be enhanced based on visual impact.

[0263] Boundary effects can be one or more of the following: lighting effects, particle effects, animation effects, interactive effects with virtual scenes, and sound effects. Lighting effects can include one or more of the following: adding a halo effect to a preset range of the target area, converging light rays from various directions of the virtual scene to the target area of ​​the virtual pet, and adding lighting and shadow effects within a preset range of the target area.

[0264] Particle effects can be particles displayed within a preset range on the target area. These particles can be stars, snowflakes, petals, etc., and can move along preset trajectories. Particle effects can also be trajectories composed of particles. Animation effects can be animation effects that trigger interactive actions on the target area. Interaction effects with the virtual scene can be changes in the environment or weather within the virtual scene when an interactive action is performed on the target area. Sound effects can represent sound effects through visual effects; for example, adding the effect of sound waves propagating through the air to a virtual pet. These can be configured according to actual usage needs and are not limited here.

[0265] In some embodiments, the size of the second distance threshold is positively correlated with the size of the target region; that is, the larger the second distance threshold, the larger the area of ​​the target region, and the smaller the second distance threshold, the smaller the area of ​​the target region. When the target region is circular, the larger the second distance threshold, the larger the diameter of the target region, and the smaller the second distance threshold, the smaller the diameter of the target region. Of course, the target region can also be other regular shapes, which can be set according to actual usage requirements.

[0266] In some embodiments, in response to the duration of the distance being less than a second distance threshold reaching a duration threshold, the display style of the third prompt message is switched from the third style to the fourth style, and the prompt intensity corresponding to the fourth style is higher than the prompt intensity corresponding to the third style.

[0267] Display styles can include one or more of the following: bold, italic, font size, font color, font background fill color, display area of ​​the third prompt, and the graphic corresponding to the third prompt. These can be set according to actual usage needs. The third and fourth styles are different; please refer to the explanations for the first and second styles. They are not limited here.

[0268] For example, the higher cue intensity of the fourth style compared to the third style could mean that the text corresponding to the third cue message is not bolded in the third style, while the text corresponding to the third cue message is bolded in the fourth style. In this way, the cue intensity of the third cue message can be increased, thereby more intuitively prompting the user with the content corresponding to the third cue message. This can increase the diversity of the displayed third cue message and also improve the user's gaming experience.

[0269] In some embodiments, in response to the distance being less than a second distance threshold and the distance gradually decreasing, the prompt intensity corresponding to the display style of the third prompt information can be gradually increased, thereby increasing the prompt intensity of the third prompt information, thereby further intuitively prompting the user with the content corresponding to the third prompt information, increasing the diversity of the displayed third prompt information, and also improving the user's gaming experience.

[0270] In some embodiments, after controlling the first virtual object and the master virtual object to ride the first virtual pet together, a riding request sent by the third virtual object is displayed. The riding request is used to request to join the joint riding of the first virtual pet. In response to the confirmation instruction for the riding request, the third virtual object is controlled to ride the first virtual pet together with the first virtual object and the master virtual object.

[0271] In some embodiments, a corresponding confirmation control exists for the riding request. In response to a trigger operation on the confirmation control, a confirmation command for the riding request can be triggered. In response to the confirmation command for the riding request, the third virtual object, the first virtual object, and the main virtual object are controlled to ride the first virtual pet together. This method increases the number of virtual objects that can ride together. Of course, the number of virtual objects that can ride together can also be set to a positive integer greater than 3 according to actual usage needs, which can enrich the interaction between the main virtual object and other virtual objects, thereby improving the user's gaming experience.

[0272] In some embodiments, in response to a determination instruction for a riding request, a first virtual object can be removed from the first virtual pet, and a third virtual object can be controlled to ride the first virtual pet together with the main virtual object. In this way, the virtual objects that are ridden together can be replaced, thereby enriching the interaction between the main virtual object and other virtual objects and improving the user's gaming experience.

[0273] In some embodiments, in response to a rejection command for a riding request, the first virtual object and the controlling virtual object can be kept riding the first virtual pet together. In this way, the user can control the number of virtual objects riding together based on actual usage requests, thereby improving the user's gaming experience.

[0274] In some embodiments, the riding positions of the first virtual object and the main virtual object when riding the first virtual pet differ for different virtual pets. In some embodiments, there may be at least two candidate riding positions for the first virtual pet. In response to a selection command for a target riding position among the at least two candidate riding positions, either the main virtual object or the first virtual object can be controlled to ride the first virtual pet at the target riding position. In this way, users can set the riding position according to their actual needs, thereby improving the user's gaming experience.

[0275] In some embodiments, the same virtual pet may have different forms, each corresponding to a different riding position. At least one candidate form of the virtual pet can be displayed (e.g., flying form, land form, combat form, etc., which can be set according to actual usage needs). In response to a selection operation of a target form among the at least one candidate form, the virtual object can be controlled to ride the virtual pet in the target form. The number of virtual objects can be one or more. In this way, users can set the form of the virtual pet according to actual usage needs, thereby enabling the setting of the riding position and improving the user's gaming experience.

[0276] The following describes the interaction method in the virtual scene provided in the embodiments of this application. As mentioned above, the electronic device implementing the method of using virtual props in the embodiments of this application can be a terminal, a server, or a combination of both. Referring to Figure 25, which is a flowchart of the interaction method in the virtual scene provided in the embodiments of this application, the following describes the interaction method in the virtual scene provided in the embodiments of this application, taking the terminal as the execution subject, with reference to the steps shown in Figure 25.

[0277] In step 2501, the virtual scene is displayed.

[0278] Step 2501 is the same as step 101 shown in Figure 3. The only difference between the two is the electronic device displayed. The electronic device corresponding to step 2501 is the second electronic device, and the electronic device corresponding to step 101 is the first electronic device. The virtual scene includes a first virtual object, which corresponds to the second electronic device. The virtual scene content displayed by the first electronic device and the second electronic device is synchronized, but they may be different from the camera perspective. They are rendered with their respective corresponding virtual objects as the center.

[0279] In step 2502, the riding request sent by the master virtual object is displayed.

[0280] The riding request is used to invite the first virtual object and the main virtual object to ride the first virtual pet of the main virtual object. The riding request can be displayed with a confirm control and a refuse control. In response to the trigger operation of the refuse control, a refuse instruction for the riding request can be triggered, and the riding request sent by the main virtual object can be canceled. In some embodiments, if the first virtual object is currently in a non-interactive state (such as a combat state), the riding request can be automatically refused and the reason for refusal can be fed back to the main virtual object.

[0281] In some embodiments, during the display of a ride request, a countdown timer for the ride request is displayed. When the countdown timer reaches zero, it indicates that the user controlling the first virtual object has a low willingness to accept the ride request, so the ride request can be canceled. In this way, the ride request can be automatically canceled, which can improve the cleanliness of the virtual scene interface and enhance the user's gaming experience. The countdown timer can be presented in a visual way, such as numbers, progress bars, or circular progress bars.

[0282] In step 2503, in response to the confirmation instruction for the riding request, the first virtual object is transmitted to the location of the first virtual pet, and the first virtual object and the main virtual object are controlled to ride the first virtual pet together.

[0283] In some embodiments, in response to a triggering operation on a designated control, a confirmation command for a riding request can be triggered, which can transport the first virtual object to the location of the first virtual pet and control the first virtual object and the main virtual object to ride the first virtual pet together. The confirmation command can also be triggered via shortcut keys, voice, body language, etc., and is not limited here.

[0284] In some embodiments, the first virtual object and the first virtual pet are located in different positions. In order to enable the first virtual object and the main virtual object to ride the first virtual pet together, the process of moving the first virtual object from its current position to the location of the first virtual pet can be displayed in the virtual scene (e.g., playing a fast running, jumping or teleporting animation effect), thereby improving the diversity of content displayed in the virtual scene.

[0285] In some embodiments, for a first virtual pet, there may be at least two candidate riding positions. In response to a selection instruction for a target riding position among the at least two candidate riding positions, a first virtual object can be transported to the target riding position of the first virtual pet, and the first virtual object and the main virtual object can be controlled to ride the first virtual pet together. In this way, users can set the riding position according to their actual needs, thereby improving the user's gaming experience.

[0286] The interaction method in the virtual scene provided in this application embodiment can display a virtual scene, which includes a master virtual object and at least one candidate virtual object. The master virtual object has a first virtual pet, and the at least one candidate virtual object includes the first virtual object. In response to the activation of the riding invitation function in the virtual scene, a crosshair for aiming in the virtual scene is displayed, which can improve the richness of the content displayed in the virtual scene. When the crosshair is aimed at the first virtual object, in response to the invitation command for the first virtual object, a riding request is sent to the first virtual object. In response to the first virtual object accepting the riding request, the first virtual object and the master virtual object are controlled to ride the first virtual pet together.

[0287] In this embodiment, a riding request can be sent using an aiming method. For the user controlling the main virtual object, the user can control the crosshair to aim at the virtual object they want to ride together, increasing the autonomy in sending riding requests and enriching the diversity of interaction methods. Only when the first virtual object accepts the riding request will the user control the first virtual object and the main virtual object to ride the first virtual pet together. For the user controlling the first virtual object, they can determine whether to accept the riding request based on actual usage needs, increasing the autonomy in accepting riding requests, enhancing the diversity of interactions between different virtual objects, enriching the ways virtual objects can ride together, improving the resource utilization of electronic devices, thereby improving the user's gaming experience and solving technical problem 1.

[0288] In other words, the interaction method in the virtual scene provided in this application embodiment can improve interaction efficiency and convenience. By responding to a confirmation command for a riding request, the first virtual object is transmitted to the location of the first virtual pet, realizing the automatic displacement of the invited object. This means that the user does not need to manually control the first virtual object to find, move, or chase the main virtual object and the first virtual pet in the virtual scene. Especially when the virtual scene is large or the main virtual object is in a moving state, this automatic transmission mechanism greatly shortens the meeting time, simplifies the user's operation process, and improves the efficiency of achieving shared riding.

[0289] It can enhance the social interactivity of virtual scenes. The multi-person ride mechanism based on virtual pets breaks the limitation of independent movement of virtual objects in traditional virtual scenes, enriches the interaction forms between virtual objects, and helps to enhance the social connection and gaming fun between users.

[0290] This solution improves the success rate of operations and enhances user experience by resolving the issue of the first virtual object failing to mount the first virtual pet in time due to excessive distance, terrain obstructions, or differences in movement speed. By establishing a logic where acceptance immediately leads to teleportation and riding, the solution ensures the smooth completion of collaborative riding, avoiding interaction failures caused by user errors or environmental factors, thereby significantly improving the user's gaming experience.

[0291] In some embodiments, a leave control is displayed in the virtual scene interface. In response to a trigger operation on the leave control, the first virtual object is controlled to leave the first virtual pet. This allows users to cancel shared riding based on their actual needs, thereby improving the user experience. To prevent accidental touches, a secondary confirmation pop-up can be displayed in response to a trigger operation on the leave control. A confirmation command triggered by this secondary confirmation pop-up can then be used to control the first virtual object to leave the first virtual pet.

[0292] In some embodiments, to facilitate intuitive access to user information for both the master virtual object and the user corresponding to the first virtual object, information about the first virtual object can be displayed in the associated area of ​​the first electronic device corresponding to the master virtual object after both the master virtual object and the first virtual object ride the first virtual object. This information may include one or more of the following: the first virtual object's name, level, title, affiliated organization, and gender; these are not limited here. The associated area of ​​the virtual object can be a pre-defined area or an area where the distance to the virtual object is less than a third distance threshold.

[0293] In the display interface of the second electronic device corresponding to the first virtual object, after the master virtual object and the first virtual object ride the first virtual object together, the information of the master virtual object can be displayed in the associated area of ​​the master virtual object. This information may include one or more of the following: the master virtual object's name, level, title, affiliated organization, and gender; these are not limited here. This approach increases the diversity of content displayed in the virtual scene and enhances the user's gaming experience.

[0294] The following is an example of the content displayed by the second electronic device. For example, referring to Figure 26, which is a schematic diagram of a virtual scene provided in the embodiment of this application, the display interface of the second electronic device displays a first virtual object 2601, a riding request 2602 sent by the main virtual object, and a countdown information 2603 for the riding request 2602. The countdown information 2603 includes the countdown and a description of the countdown. The countdown information 2603 is "Expires after the countdown ends (15 seconds)". When the countdown is cleared, the display of the riding request 2602 is canceled (this process is not shown in Figure 26).

[0295] Referring to Figure 27, which is a schematic diagram of a virtual scene provided in an embodiment of this application, a first virtual object 2702 and a main virtual object 2703 jointly ride a first virtual pet 2701. A leave control 2704 is displayed on the interface showing the virtual scene. In response to a trigger operation on the leave control 2704, the first virtual object 2702 leaves the first virtual pet 2701, allowing the main virtual object 2703 to ride the first virtual pet 2701 alone (the leave process is not shown in Figure 27). This method enables one-click departure from joint riding, improving the user's gaming experience.

[0296] In some embodiments, a list of requested objects can be displayed. These are objects waiting for other virtual objects to join in riding. The list shows at least one requested object. In response to a selection instruction for a target object among the at least one requested object, a first virtual object can be controlled to send a riding request to the target object. In response to the target object agreeing to the riding request, i.e., in response to a confirmation instruction for the riding request, the first virtual object and the target object can be controlled to ride the target object's virtual pet together. The list can be sorted or filtered based on the distance between the requested object and the first virtual object, and the number of remaining empty slots for the requested object's virtual pet. This method enables proactively sending riding requests, improving the user's gaming experience.

[0297] To facilitate understanding of the interaction methods of the virtual scene provided in the embodiments of this application, the interaction methods of the virtual scene provided in the embodiments of this application are illustrated below. Referring to Figure 28, Figure 28 is a schematic diagram of the virtual scene provided in the embodiments of this application. Figure 28 shows a main virtual object 2801, three pet controls (including pet control 2802), a throwing control 2803, a skill control 2804, a riding control 2805, a jumping control 2806, and a dash control 2807.

[0298] The pet control 2802 displays the avatar of the first virtual pet. In response to the selection command for the pet control, the avatar of the first virtual pet can be displayed in the associated area of ​​the throwing control 2803. The above process is not shown in Figure 28. In Figure 28, the throwing control 2803 is displayed in the seventh style.

[0299] In response to a trigger operation on skill control 2804, the main virtual object 2801 can be controlled to release the skill corresponding to skill control 2804. In response to a trigger operation on jump control 2806, the main virtual object 2801 can be controlled to perform a jump operation. In response to a trigger operation on dash control 2807, the main virtual object 2801 can be controlled to perform a dash operation. A dash operation is a movement operation, and the speed corresponding to a dash operation is greater than a speed threshold. Regarding Figure 28, if the first virtual pet is not displayed, the riding control 2805 may also not be displayed, which can be set according to actual usage requirements.

[0300] Referring to Figure 29, which is a schematic diagram of a virtual scene provided in an embodiment of this application, in response to a throwing command triggered by the throwing control 2803 shown in Figure 28, a first virtual pet 2901 is displayed in Figure 29, and the display style of the throwing control 2803 is switched from the seventh style shown in Figure 28 to the eighth style.

[0301] In Figure 29, the riding control 2805 is displayed in a first style. Referring to Figure 30, which is a schematic diagram of a virtual scene provided in an embodiment of this application, in response to a trigger operation on the riding control 2805 shown in Figure 29, the main virtual object 2801 is controlled to ride the first virtual pet 2901, and the display style of the riding control 2805 is switched from the first style shown in Figure 29 to the second style shown in Figure 30. In some embodiments, in response to a trigger operation on the riding control displayed in the second style, the main virtual object can be removed from the first virtual pet.

[0302] Referring to Figure 30, when the main virtual object 2801 is riding the first virtual pet 2901, a riding invitation control 3001 can be displayed. In Figure 30, the riding invitation control 3001 is displayed in the fifth style.

[0303] Referring to Figure 31, which is a schematic diagram of a virtual scene provided in an embodiment of this application, in response to a press operation on the riding invitation control 3001 displayed in the fifth style shown in Figure 30, the riding invitation function of the virtual scene is activated. The riding invitation control 3001 is controlled to be displayed in the sixth style shown in Figure 31. During the press operation, in response to a drag operation on the riding invitation control 3001 displayed in the sixth style, the position of the crosshair 3101 in the virtual scene is adjusted to aim at the first virtual object 3103. A close control 3102 is also shown in Figure 31. The close control 3102 is used to close the riding invitation function. In response to a trigger operation on the close control 3102, the riding invitation function can be closed.

[0304] Following Figure 31, in response to the release of the press operation, an invitation command is triggered. In response to the invitation command for the first virtual object 3103 shown in Figure 31, a riding request is sent to the first virtual object 3103 shown in Figure 31. Referring to Figure 32, which is a schematic diagram of the virtual scene provided in the embodiment of this application, in response to the first virtual object 3103 accepting the riding request, the first virtual object 3103 and the main virtual object 2801 are controlled to ride the first virtual pet 2901 together, and the riding invitation control 3001 shown in the sixth style in Figure 31 is switched to the removal control 3201. In Figure 32, the riding control 2805 shown in the second style is equivalent to the disband control.

[0305] In response to a trigger operation for removing the control, the first virtual object is removed from the first virtual pet, allowing the master virtual object to ride the first virtual pet alone. In response to a trigger operation for disbanding the control, both the first virtual object and the master virtual object are removed from the first virtual pet.

[0306] In this embodiment, a riding request can be sent using an aiming method. For the user controlling the main virtual object, the user can control the crosshair to aim at the virtual object they want to ride together, increasing the autonomy in sending riding requests and enriching the diversity of interaction methods. Only when the first virtual object accepts the riding request will the user control the first virtual object and the main virtual object to ride the first virtual pet together. For the user controlling the first virtual object, they can determine whether to accept the riding request based on actual usage needs, increasing the autonomy in accepting riding requests and enhancing the diversity of interactions between different virtual objects, enriching the ways virtual objects can ride together, improving the resource utilization of electronic devices, and thus improving the user's gaming experience. Furthermore, in this embodiment, the controls can automatically change according to different situations, improving control accuracy and the cleanliness of the virtual scene display interface, thereby further enhancing the user's gaming experience.

[0307] To facilitate understanding of the interaction methods of the virtual scenes provided in the embodiments of this application, the interaction methods of the virtual scenes provided in the embodiments of this application are illustrated below. In some embodiments, in the interaction methods of the virtual scenes provided in the embodiments of this application, a targeting method can be used to invite a first virtual object to ride a first virtual pet. For example, long-pressing the riding invitation control can enable the riding invitation function of the virtual scene, which is equivalent to the main virtual object entering the aiming state.

[0308] In response to the activation of the ride invitation function in the virtual scene, a crosshair for aiming in the virtual scene is displayed. In response to movement commands triggered by the movement controls, the crosshair is moved in the virtual scene to aim at the first virtual object.

[0309] For example, the movement control is a virtual joystick, which can also be a skill joystick. Responding to dragging operations on the virtual joystick, the crosshair moves synchronously within the virtual scene to aim at a first virtual object. If the first virtual object can be invited, a first invitation marker corresponding to the first virtual object can be displayed at the crosshair's aiming position. If the first virtual object cannot be invited, a second invitation marker corresponding to the first virtual object can be displayed at the crosshair's aiming position. See the corresponding explanation; it will not be elaborated upon here.

[0310] For example, if the first virtual object can be invited, a white triangle corresponding to the first virtual object can be displayed at the aiming position of the crosshair; if the first virtual object cannot be invited, a red triangle corresponding to the first virtual object can be displayed at the aiming position of the crosshair.

[0311] When the crosshair is aimed at the first virtual object, in response to an invitation command for the first virtual object, a riding request is sent to the first virtual object. For example, when the crosshair is aimed at the first virtual object, in response to the release of the drag operation on the virtual joystick, that is, after the virtual joystick is released, an invitation command can be triggered, and in response to an invitation command for the first virtual object, a riding request is sent to the first virtual object.

[0312] In some embodiments, the master virtual object can send riding requests to multiple candidate virtual objects. When inviting multiple candidate virtual objects, the virtual object that accepts the riding request first can ride the first virtual object together with the master virtual object. That is, the virtual object that accepts the riding request first can enter a riding state between the two virtual objects (i.e., a joint riding state).

[0313] If a ride request is successfully sent, the system will display "Ride request sent successfully". If the first virtual object cannot enter the shared ride state, the system will display "The first virtual object is temporarily busy, please try again later". Each ride request has a time limit. Within the time limit, a ride request cannot be sent repeatedly to the same virtual object. In other words, in response to a re-triggered invitation command for the first virtual object, if the time difference between two invitation commands executed for the first virtual object is less than the time difference threshold (time limit), the first prompt message will be displayed. If there are no candidate virtual objects to be invited, in response to the invitation command, the second prompt message will be displayed, indicating that there are no candidate virtual objects to be invited.

[0314] For the first virtual object, the first virtual object can accept the riding request before the countdown resets, and then the first virtual object and the main virtual object can ride the first virtual pet together. When the countdown resets, the riding request will be canceled.

[0315] In some embodiments, a disband control is displayed in the virtual scene interface. In response to a trigger operation on the disband control, the first virtual object and the master virtual object are removed from the first virtual pet. A pet switching control is displayed in the virtual scene interface. In response to a trigger operation on the pet switching control, the first virtual object and the master virtual object are removed from the first virtual pet, the first virtual pet is switched to a second virtual pet, and the master virtual object is controlled to ride the second virtual pet. That is, the user controlling the master virtual object can actively disband the shared riding or change virtual pets.

[0316] In some embodiments, a remove control is displayed in the virtual scene interface. In response to a trigger operation on the remove control, the first virtual object is removed from the first virtual pet, allowing the main virtual object to ride the first virtual pet independently. That is, the user controlling the main virtual object can remove the first virtual object. In some embodiments, a leave control is displayed in the virtual scene interface. In response to a trigger operation on the leave control, the first virtual object is controlled to leave the first virtual pet. That is, the user controlling the first virtual object can actively control the first virtual object to leave the first virtual pet.

[0317] In the interaction method in the virtual scene provided in the embodiments of this application, only some scenes in the game are areas where the main virtual object and the candidate virtual object can see each other (i.e., target areas). In related technologies, the target area does not have obvious boundary prompts in the game, that is, the range of the target area is a hidden range. When riding in a two-person vehicle, if the two-person vehicle accidentally leaves the mutually visible area (i.e., target area), the two-person vehicle will be forcibly disbanded. Due to the random plane of the server, the main virtual object and the candidate virtual object may never meet again, which reduces the user's game experience.

[0318] In this embodiment, a pop-up notification area can be added within the actual range of the mutual visibility area. The size of the pop-up notification area is based on the current range of the mutual visibility area and is proportionally reduced. When the first virtual pet enters the pop-up notification area in a two-person riding state, it will continuously display a notification informing the player that it is about to leave the mutual visibility area (i.e., displaying the third notification information) and displaying the boundary effect of the actual mutual visibility area. For example, see Figure 33, which is a schematic diagram of the target area provided in this embodiment. The area filled with the pattern in Figure 33 is the area where the third notification information pops up (corresponding to the pop-up notification range).

[0319] Referring to Figure 34, which is a flowchart illustrating the interaction method in a virtual scene provided in this embodiment of the application, in step 3401, a riding invitation control is triggered. Step 3401 enables the riding invitation function. In step 3402, the first virtual object is targeted. This is equivalent to responding to the activation of the riding invitation function in the virtual scene, displaying a crosshair for aiming in the virtual scene, and controlling the crosshair to target the first virtual object. In step 3403, a riding request is sent to the first virtual object. That is, with the crosshair targeting the first virtual object, in response to the invitation command for the first virtual object, a riding request is sent to the first virtual object. In step 3404, the first virtual object accepts the riding request. In step 3405, the first virtual pet is ridden together. That is, in response to the first virtual object accepting the riding request, the first virtual object and the main virtual object are controlled to ride the first virtual pet together.

[0320] In the interaction method in the virtual scene provided in the embodiments of this application, virtual objects riding the first virtual pet together is a gameplay that allows users to travel with other players in the open world game. This enhances the emotional communication and bond between the main virtual object and at least one candidate virtual object, while reducing the sense of separation and loss of the first virtual pet when leaving the mutual visibility area and establishing psychological expectations when leaving the mutual visibility area.

[0321] The following description continues to illustrate the exemplary structure of the interactive device 455 in the virtual scene provided in the embodiments of this application as a software module. In some embodiments, as shown in FIG2A, the software module in the interactive device 455 in the virtual scene stored in the memory 450 may include:

[0322] The first display module 4551 is configured to display a virtual scene, the virtual scene including a main virtual object and a first virtual object, the main virtual object having a first virtual pet;

[0323] The first response module 4552 is configured to respond to the activation of the riding invitation function in the virtual scene and display a crosshair for aiming in the virtual scene;

[0324] The first response module 4552 is further configured to, in response to an invitation command for the first virtual object, send a riding request to the first virtual object when the crosshair is aimed at the first virtual object;

[0325] The first response module 4552 is further configured to control the first virtual object and the main virtual object to ride the first virtual pet together when the first virtual object accepts the riding request.

[0326] In some embodiments, the first response module 4552 is further configured to display a riding invitation control in the interface of the virtual scene before displaying the crosshair for aiming in the virtual scene; and to enable the riding invitation function of the virtual scene in response to a trigger operation on the riding invitation control.

[0327] The first response module 4552 is also configured to display a crosshair for aiming in the virtual scene when the riding invitation function of the virtual scene is enabled.

[0328] In some embodiments, the first response module 4552 is further configured to enable the ride invitation function of the virtual scene in response to a press operation on the ride invitation control.

[0329] The first response module 4552 is further configured to, after enabling the riding invitation function of the virtual scene, adjust the position of the crosshair in the virtual scene and aim at the first virtual object in response to the drag operation of the riding invitation control during the pressing operation; and trigger the invitation command in response to the release of the pressing operation.

[0330] In some embodiments, the first response module 4552 is further configured to display the first virtual pet in the virtual scene and display a riding control; in response to a trigger operation on the riding control, control the master virtual object to ride the first virtual pet and display the riding invitation control.

[0331] In some embodiments, the first response module 4552 is further configured to display a pet control in the interface of the virtual scene, wherein the pet control has a one-to-one correspondence with the virtual pet; and to display the first virtual pet in the virtual scene in response to a trigger operation on the pet control corresponding to the first virtual pet.

[0332] In some embodiments, the first response module 4552 is further configured to display the riding controls using a first style;

[0333] The first response module 4552 is further configured to, after controlling the main virtual object to ride the first virtual pet, switch the display style of the riding control from the first style to the second style; and, in response to a trigger operation on the riding control of the second style, remove the main virtual object from the first virtual pet.

[0334] In some embodiments, the virtual scene further includes a second virtual object, and the first response module 4552 is further configured to send a riding request to the second virtual object in response to an invitation command for the second virtual object after the riding request is sent to the first virtual object and the crosshair is aimed at the second virtual object;

[0335] The first response module 4552 is further configured to respond to the first virtual object accepting the riding request at a first moment, the second virtual object accepting the riding request at a second moment, and the first moment being earlier than the second moment, by controlling the first virtual object and the main control virtual object to ride the first virtual pet together.

[0336] Alternatively, in response to the first virtual object accepting the riding request at a first location, the second virtual object accepting the riding request at a second location, and the distance between the first location and the master virtual object being less than the distance between the second location and the master virtual object, the first virtual object and the master virtual object are controlled to ride the first virtual pet together.

[0337] In some embodiments, the number of crosshairs is multiple, and the multiple crosshairs are used to aim at multiple candidate virtual objects. The distance between any two candidate virtual objects being aimed at is less than a first distance threshold, and the multiple candidate virtual objects include the first virtual object.

[0338] The first response module 4552 is further configured to display a movement control for the crosshair in response to the activation of the riding invitation function in the virtual scene; and to control the crosshair to move in the virtual scene in response to a movement command triggered by the movement control in order to aim at the first virtual object.

[0339] In some embodiments, the number of crosshairs is multiple, and the multiple crosshairs are used to aim at multiple candidate virtual objects, wherein the distance between any two candidate virtual objects being aimed is less than a first distance threshold; the first response module 4552 is further configured to respond to a movement command triggered based on the movement control, and control the multiple crosshairs to move synchronously in the virtual scene to aim at the multiple first virtual objects.

[0340] In some embodiments, the number of crosshairs is multiple, and the multiple crosshairs are used to aim at multiple candidate virtual objects, wherein the distance between any two candidate virtual objects being aimed is less than a first distance threshold; the first response module 4552 is further configured to, after displaying the crosshairs used for aiming in the virtual scene, control the multiple crosshairs to move synchronously in the virtual scene in response to a movement command for the crosshairs, so as to aim at the multiple first virtual objects.

[0341] In some embodiments, the movement control includes a virtual joystick, and the movement command is triggered by a drag operation on the virtual joystick; the first response module 4552 is further configured to, in response to the drag operation on the virtual joystick, control the crosshair to move synchronously in the virtual scene to aim at the first virtual object; and to trigger the invitation command in response to the release of the drag operation on the virtual joystick.

[0342] In some embodiments, the first response module 4552 is further configured to display a virtual joystick in the interface of the virtual scene in response to the activation of the riding invitation function of the virtual scene; control the crosshair to move synchronously in the virtual scene in response to the drag operation of the virtual joystick in order to aim at the first virtual object; and trigger the invitation command in response to the release of the drag operation of the virtual joystick.

[0343] In some embodiments, the first response module 4552 is further configured to, in response to the activation of the ride invitation function in the virtual scene, display the object status of each candidate virtual object at the associated location of each candidate virtual object; wherein, the object status includes an inviteable status and an uninvitable status;

[0344] The first response module 4552 is further configured to, in response to an invitation command for the first virtual object, send a riding request to the first virtual object when the crosshair is aimed at the first virtual object and the object state of the first virtual object is the inviteable state.

[0345] In some embodiments, the first response module 4552 is further configured to display an invitation mark corresponding to the first virtual object at the aiming position of the crosshair when the crosshair is aimed at the first virtual object, the invitation mark being used to indicate whether the first virtual object can be invited;

[0346] The first response module 4552 is further configured to send a ride request to the first virtual object in response to an invitation instruction for the first virtual object when the invitation mark indicates that the first virtual object can be invited.

[0347] In some embodiments, the invitation marker includes a first invitation marker and a second invitation marker; the first response module 4552 is further configured to display a first invitation marker corresponding to the first virtual object at the aiming position of the crosshair if the first virtual object can be invited; and to display a second invitation marker corresponding to the first virtual object at the aiming position of the crosshair if the first virtual object cannot be invited; wherein the pattern of the first invitation marker is different from the pattern of the second invitation marker, or the color of the first invitation marker is different from the color of the second invitation marker.

[0348] In some embodiments, the first response module 4552 is further configured to, after sending a riding request to the first virtual object, control the crosshair to aim at the first virtual object again in response to a control command for the crosshair; and, in response to a re-triggered invitation command for the first virtual object, display a first prompt message if the time difference between the two invitation commands executed for the first virtual object is less than a time difference threshold; the first prompt message is used to indicate that the sending frequency of the riding request has reached a frequency threshold and the riding request cannot be sent again.

[0349] In some embodiments, the first response module 4552 is further configured to, after displaying a crosshair for aiming in the virtual scene, display a second prompt message in response to an invitation command if the crosshair is not aimed at any of the candidate virtual objects, the second prompt message being used to indicate that there are no invited candidate virtual objects.

[0350] In some embodiments, the first response module 4552 is further configured to respond to the first virtual object accepting the riding request within a target time period, and to control the first virtual object and the master virtual object to ride the first virtual pet together.

[0351] The first response module 4552 is further configured to cancel the riding request for the first virtual object in response to the first virtual object not accepting the riding request within the target time period.

[0352] In some embodiments, the first response module 4552 is further configured to display a disband control in the interface of the virtual scene after controlling the first virtual object and the master virtual object to ride the first virtual pet together; and to remove the first virtual object and the master virtual object from the first virtual pet in response to a trigger operation on the disband control.

[0353] In some embodiments, the virtual scene interface displays multiple pet controls, and the pet controls have a one-to-one correspondence with virtual pets; the first response module 4552 is further configured to, after controlling the first virtual object and the main virtual object to ride the first virtual pet together, in response to a trigger operation on the pet control corresponding to the second virtual pet, remove the first virtual object and the main virtual object from the first virtual pet; switch the first virtual pet to the second virtual pet, and control the main virtual object to ride the second virtual pet.

[0354] In some embodiments, the first response module 4552 is further configured to display a removal control in the interface of the virtual scene after controlling the first virtual object and the master virtual object to ride the first virtual pet together; in response to a trigger operation on the removal control, remove the first virtual object from the first virtual pet so that the master virtual object rides the first virtual pet alone.

[0355] In some embodiments, the first response module 4552 is further configured to control the first virtual object and the master virtual object to ride the first virtual pet together, and then control the first virtual pet to move within the target area; when the distance between the first virtual pet and the boundary of the target area is less than a second distance threshold, a third prompt message is displayed; wherein the third prompt message is used to indicate that if the first virtual pet moves out of the target area, the joint riding of the first virtual pet by the first virtual object and the master virtual object is cancelled.

[0356] In some embodiments, the first display module 4551 is further configured to display a boundary effect of the target area when the distance between the first virtual pet and the boundary of the target area is less than a second distance threshold.

[0357] In some embodiments, the size of the second distance threshold is positively correlated with the size of the target area; the first response module 4552 is further configured to switch the display style of the third prompt information from the third style to the fourth style in response to the duration of the distance being less than the second distance threshold reaching a duration threshold, wherein the prompt intensity corresponding to the fourth style is higher than the prompt intensity corresponding to the third style.

[0358] In some embodiments, the first response module 4552 is further configured to, after controlling the first virtual object and the master virtual object to ride the first virtual pet together, display a riding request sent by the third virtual object, wherein the riding request is used to request to join the joint riding for the first virtual pet; and in response to a confirmation instruction for the riding request, control the third virtual object to ride the first virtual pet together with the first virtual object and the master virtual object.

[0359] The following description continues to illustrate the exemplary structure of the interactive device 456 in the virtual scene provided in the embodiments of this application as a software module. In some embodiments, as shown in FIG2B, the software module in the interactive device 456 in the virtual scene stored in the memory 450 may include:

[0360] The second display module 4561 is configured to display a virtual scene, wherein the virtual scene includes a first virtual object;

[0361] The second display module 4561 is further configured to display a riding request sent by the master virtual object, the riding request being used to invite the first virtual object and the master virtual object to ride the first virtual pet of the master virtual object together;

[0362] The second response module 4562 is configured to, in response to a determination instruction for the riding request, transmit the first virtual object to the location of the first virtual pet, and control the first virtual object and the main virtual object to ride the first virtual pet together.

[0363] In some embodiments, the second response module 4562 is further configured to display a leave control in the interface of the virtual scene after controlling the first virtual object and the main virtual object to ride the first virtual pet together; and to control the first virtual object to leave the first virtual pet in response to a trigger operation on the leave control.

[0364] In some embodiments, the second display module 4561 is further configured to display a countdown for the riding request during the display of the riding request; and to cancel the display of the riding request when the countdown is cleared.

[0365] This application provides a computer program product, which includes a computer program or computer-executable instructions. When the computer-executable instructions or the computer program are executed by a processor, the processor will execute the interaction method in the virtual scene provided in this application embodiment, such as the interaction method in the virtual scene shown in FIG3, or the interaction method in the virtual scene shown in FIG25. The processor of the electronic device reads the computer program or computer-executable instructions from a computer-readable storage medium, and the processor executes the computer program or computer-executable instructions, causing the electronic device to execute the interaction method in the virtual scene described in this application embodiment.

[0366] This application provides a computer-readable storage medium storing computer-executable instructions or computer programs. When the computer-executable instructions or computer programs are executed by a processor, the processor will execute the interaction method in the virtual scene provided in this application, such as the interaction method in the virtual scene shown in FIG3, or the interaction method in the virtual scene shown in FIG25.

[0367] In some embodiments, the computer-readable storage medium may be a memory such as RAM, ROM, flash memory, magnetic surface memory, optical disk, or CD-ROM; or it may be a variety of devices including one or any combination of the above-mentioned memories.

[0368] In some embodiments, computer-executable instructions may take the form of programs, software, software modules, scripts, or code, written in any form of programming language (including compiled or interpreted languages, or declarative or procedural languages), and may be deployed in any form, including as stand-alone programs or as modules, components, subroutines, or other units suitable for use in a computing environment.

[0369] As an example, computer-executable instructions may, but do not necessarily, correspond to files in a file system. They may be stored as part of a file that holds other programs or data, for example, in one or more scripts in a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program in question, or in multiple co-located files (e.g., files that store one or more modules, subroutines, or code sections).

[0370] As an example, computer-executable instructions can be deployed to execute on a single electronic device, or on multiple electronic devices located at one location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0371] The interaction method in the virtual scene provided in this application embodiment can display a virtual scene, which includes a master virtual object and at least one candidate virtual object. The master virtual object has a first virtual pet, and the at least one candidate virtual object includes the first virtual object. In response to the activation of the riding invitation function in the virtual scene, a crosshair for aiming in the virtual scene is displayed, which can improve the richness of the content displayed in the virtual scene. When the crosshair is aimed at the first virtual object, in response to the invitation command for the first virtual object, a riding request is sent to the first virtual object. In response to the first virtual object accepting the riding request, the first virtual object and the master virtual object are controlled to ride the first virtual pet together.

[0372] In this embodiment, a riding request can be sent using an aiming method. For the user controlling the main virtual object, the user can control the crosshair to aim at the virtual object they want to ride together, increasing the autonomy in sending riding requests and enriching the diversity of interaction methods. Only when the first virtual object accepts the riding request will the user control the first virtual object and the main virtual object to ride the first virtual pet together. For the user controlling the first virtual object, they can determine whether to accept the riding request based on actual usage needs, increasing the autonomy in accepting riding requests, enhancing the diversity of interactions between different virtual objects, enriching the ways virtual objects can ride together, improving the resource utilization of electronic devices, thereby improving the user's gaming experience and solving technical problem 1.

[0373] The above description is merely an embodiment of this application and is not intended to limit the scope of protection of this application. Any modifications, equivalent substitutions, and improvements made within the spirit and scope of this application are included within the scope of protection of this application.

Claims

1. An interaction method in a virtual scene, the method being executed by an electronic device, the method comprising: Display a virtual scene, the virtual scene including a main virtual object and a first virtual object, the main virtual object having a first virtual pet; Displays a crosshair used for aiming in the virtual scene; When the crosshair is aimed at the first virtual object, in response to the invitation command for the first virtual object, a riding request is sent to the first virtual object; When the first virtual object accepts the riding request, it controls the first virtual object and the main virtual object to ride the first virtual pet together.

2. The method according to claim 1, wherein, Before displaying the crosshair used for aiming in the virtual scene, the method further includes: A ride invitation control is displayed in the interface of the virtual scene; In response to a trigger operation on the ride invitation control, the ride invitation function of the virtual scene is enabled; The display of the crosshair used for aiming in the virtual scene includes: When the ride invitation function in the virtual scene is enabled, a crosshair for aiming in the virtual scene is displayed.

3. The method according to claim 2, wherein, The step of activating the ride invitation function in the virtual scene in response to a trigger operation on the ride invitation control includes: In response to a press operation on the ride invitation control, the ride invitation function of the virtual scene is activated; After enabling the ride invitation function in the virtual scene, the method further includes: During the pressing operation, in response to the dragging operation of the riding invitation control, the position of the crosshair in the virtual scene is adjusted to aim at the first virtual object; The invitation command is triggered in response to the release of the press operation.

4. The method according to claim 2 or 3, wherein, The method of displaying the ride invitation control in the interface of the virtual scene includes: The first virtual pet is displayed in the virtual scene, along with riding controls; In response to a trigger operation on the riding control, the main virtual object is controlled to ride the first virtual pet, and the riding invitation control is displayed.

5. The method according to claim 4, wherein, Displaying the first virtual pet in the virtual scene includes: Pet controls are displayed in the interface of the virtual scene, and there is a one-to-one correspondence between the pet controls and the virtual pets; In response to a selection command for the pet control of the first virtual pet, the first virtual pet is controlled to be displayed in the virtual scene.

6. The method according to claim 4 or 5, wherein, The display riding control includes: The riding controls are displayed using the first style; After controlling the master virtual object to ride the first virtual pet, the method further includes: Switch the display style of the riding control from the first style to the second style; In response to a trigger operation on the riding control of the second style, the master virtual object is removed from the first virtual pet.

7. The method according to any one of claims 1-6, wherein, The virtual scene also includes a second virtual object, and after sending a riding request to the first virtual object, the method further includes: When the crosshair is aimed at the second virtual object, in response to the invitation command for the second virtual object, a riding request is sent to the second virtual object; When the first virtual object accepts the riding request, controlling the first virtual object and the main virtual object to ride the first virtual pet together includes: In response to the first virtual object accepting the riding request at a first moment and the second virtual object accepting the riding request at a second moment, with the first moment being earlier than the second moment, the first virtual object and the main virtual object are controlled to ride the first virtual pet together; Alternatively, in response to the first virtual object accepting the riding request at a first location, the second virtual object accepting the riding request at a second location, and the distance between the first location and the master virtual object being less than the distance between the second location and the master virtual object, the first virtual object and the master virtual object are controlled to ride the first virtual pet together.

8. The method according to any one of claims 1-7, wherein, The number of crosshairs is multiple, and the multiple crosshairs are used to aim at multiple candidate virtual objects. The distance between any two candidate virtual objects being aimed at is less than a first distance threshold. The multiple candidate virtual objects include the first virtual object. After displaying the crosshair used for aiming in the virtual scene, the method further includes: In response to a movement command for the crosshairs, multiple crosshairs are controlled to move synchronously in the virtual scene to aim at multiple first virtual objects.

9. The method according to any one of claims 1-8, wherein, The method further includes: In response to the activation of the ride invitation function in the virtual scene, the object status of each candidate virtual object is displayed at the associated location of each candidate virtual object. The object status includes an inviteable status and an uninvitable status; When the crosshair is aimed at the first virtual object, in response to an invitation command for the first virtual object, a riding request is sent to the first virtual object, including: When the crosshair is aimed at the first virtual object and the object status of the first virtual object is the inviteable state, in response to the invitation command for the first virtual object, a ride request is sent to the first virtual object.

10. The method according to any one of claims 1-8, wherein, The method further includes: When the crosshair is aimed at the first virtual object, an invitation mark corresponding to the first virtual object is displayed at the aiming position of the crosshair. The invitation mark is used to indicate whether the first virtual object can be invited. The step of sending a ride request to the first virtual object in response to an invitation command for the first virtual object includes: If the invitation marker indicates that the first virtual object can be invited, a ride request is sent to the first virtual object in response to the invitation instruction for the first virtual object.

11. The method according to claim 10, wherein, The invitation marker includes a first invitation marker and a second invitation marker; displaying the invitation marker corresponding to the first virtual object at the aiming position of the crosshair includes: If the first virtual object can be invited, a first invitation mark corresponding to the first virtual object will be displayed at the aiming position of the crosshair; If the first virtual object cannot be invited, a second invitation mark corresponding to the first virtual object is displayed at the aiming position of the crosshair; The pattern of the first invitation mark is different from the pattern of the second invitation mark, or the color of the first invitation mark is different from the color of the second invitation mark.

12. The method according to any one of claims 1-11, wherein, After sending the riding request to the first virtual object, the method further includes: In response to a control command for the crosshair, the crosshair is controlled to aim at the first virtual object again; In response to a re-triggered invitation command for the first virtual object, if the time difference between the two invitation commands executed for the first virtual object is less than a time difference threshold, a first prompt message is displayed. The first prompt message is used to indicate that the frequency of sending the ride request has reached a frequency threshold and the ride request cannot be sent again.

13. The method according to any one of claims 1-12, wherein, After displaying the crosshair used for aiming in the virtual scene, the method further includes: If the crosshair is not aimed at any candidate virtual object, in response to the invitation command, a second prompt message is displayed, which indicates that there is no candidate virtual object to be invited.

14. The method according to any one of claims 1-6, wherein, When the first virtual object accepts the riding request, controlling the first virtual object and the main virtual object to ride the first virtual pet together includes: In response to the first virtual object accepting the riding request within the target time period, control the first virtual object and the main virtual object to ride the first virtual pet together; The method further includes: In response to the first virtual object not accepting the ride request during the target time period, the ride request for the first virtual object is cancelled.

15. The method according to any one of claims 1-14, wherein, After controlling the first virtual object and the main virtual object to ride the first virtual pet together, the method further includes: A disband control is displayed in the interface of the virtual scene; In response to a trigger operation on the disband control, the first virtual object and the master virtual object are removed from the first virtual pet.

16. The method according to any one of claims 1-15, wherein, The virtual scene interface displays multiple pet controls, and there is a one-to-one correspondence between the pet controls and the virtual pets; After controlling the first virtual object and the main virtual object to ride the first virtual pet together, the method further includes: In response to a selection command for the pet control corresponding to the second virtual pet, the first virtual object and the main virtual object are removed from the first virtual pet; Switch the first virtual pet to the second virtual pet, and control the main virtual object to ride the second virtual pet.

17. The method according to any one of claims 1-16, wherein, After controlling the first virtual object and the main virtual object to ride the first virtual pet together, the method further includes: A removal control is displayed in the interface of the virtual scene; In response to a triggered operation on the removal control, the first virtual object is removed from the first virtual pet, so that the master virtual object rides the first virtual pet alone.

18. The method according to any one of claims 1-17, wherein, After controlling the first virtual object and the main virtual object to ride the first virtual pet together, the method further includes: Control the first virtual pet to move within the target area; When the distance between the first virtual pet and the boundary of the target area is less than the second distance threshold, a third prompt message is displayed; The third prompt message is used to indicate that if the first virtual pet moves out of the target area, the shared riding between the first virtual object and the main virtual object for the first virtual pet will be canceled.

19. The method according to claim 18, wherein, The method further includes: When the distance between the first virtual pet and the boundary of the target area is less than a second distance threshold, the boundary effect of the target area is displayed.

20. The method according to any one of claims 1-19, wherein, After controlling the first virtual object and the main virtual object to ride the first virtual pet together, the method further includes: Displays a riding request sent by a third virtual object, the riding request being used to request to join a shared ride for the first virtual pet; In response to a confirmation instruction for the riding request, the third virtual object is controlled to ride the first virtual pet together with the first virtual object and the master virtual object.

21. An interaction method in a virtual scene, the method being executed by an electronic device, the method comprising: Display a virtual scene, wherein the virtual scene includes a first virtual object; Displays a riding request sent by the master virtual object, the riding request being used to invite the first virtual object and the master virtual object to ride the first virtual pet of the master virtual object together; In response to a confirmation command for the riding request, the first virtual object is transmitted to the location of the first virtual pet, and the first virtual object and the master virtual object are controlled to ride the first virtual pet together.

22. The method according to claim 21, wherein, After controlling the first virtual object and the main virtual object to ride the first virtual pet together, the method further includes: A leave control is displayed in the interface of the virtual scene; In response to a trigger operation on the leave control, the first virtual object is controlled to leave the first virtual pet.

23. The method according to claim 21 or 22, wherein, The method further includes: During the display of the ride request, a countdown timer for the ride request is displayed; When the countdown reaches zero, the ride request will be removed from the display.

24. An interactive device in a virtual scene, the device being disposed on an electronic device, the device comprising: The first display module is configured to display a virtual scene, the virtual scene including a main virtual object and a first virtual object, the main virtual object having a first virtual pet; The first response module is configured to display a crosshair for aiming in the virtual scene; The first response module is further configured to, in response to an invitation command for the first virtual object, send a riding request to the first virtual object when the crosshair is aimed at the first virtual object; The first response module is further configured to control the first virtual object and the master virtual object to ride the first virtual pet together when the first virtual object accepts the riding request.

25. An interactive device in a virtual scene, the device being disposed on an electronic device, the device comprising: The second display module is configured to display a virtual scene, wherein the virtual scene includes a first virtual object; The second display module is further configured to display a riding request sent by the master virtual object, the riding request being used to invite the first virtual object and the master virtual object to ride the first virtual pet of the master virtual object together; The second response module is configured to, in response to a determination instruction for the riding request, transmit the first virtual object to the location of the first virtual pet, and control the first virtual object and the master virtual object to ride the first virtual pet together.

26. An electronic device, the electronic device comprising: Memory is used to store executable instructions or computer programs. A processor, when executing computer-executable instructions or computer programs stored in the memory, implements the interaction method in the virtual scene as described in any one of claims 1 to 23.

27. A computer-readable storage medium storing computer-executable instructions or a computer program, wherein the computer-executable instructions or the computer program, when executed by a processor, implement the interaction method in a virtual scene according to any one of claims 1 to 23.

28. A computer program product comprising computer-executable instructions or a computer program, wherein the computer-executable instructions or the computer program, when executed by a processor, implement the interaction method in a virtual scene as described in any one of claims 1 to 23.