Companion Object State Switching for Visual Clarity

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Solution Overview

Problem

In virtual scenes, controlling multiple virtual objects and companion objects simultaneously is complex, leading to difficulties in maintaining focus on one object while interacting with others, resulting in poor user experience and increased operation costs.

Innovation Solution

A method and apparatus that allow a companion object to switch between an attached state and an independent state, enabling it to assist the primary virtual object by performing tasks such as scouting and patrol, while reducing visual obstruction and operation burden, by using a skill chip to summon and control the companion object's form changes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the companion object is always in the second form (independent and moving separately), then the user has more flexibility to control multiple objects, but the visual obstruction increases and the operation complexity increases

Engineering Contradiction:
Improveflexibility to control multiple objectsVSAvoidvisual obstruction
Core Design Contradiction:
Adaptability or versatilityVSObject-affected harmful factors

Solution Approach 1:

The companion object dynamically switches between first form (attached, no visual obstruction) and second form (independent, flexible control) based on operational needs. This dynamic transformation allows the system to adapt to different control scenarios while minimizing visual obstruction when not in use.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The companion object can be nested within or attached to the primary virtual object (first form), similar to a nested doll structure. When attached, it remains visually integrated with the primary object, reducing visual obstruction. When detached, it becomes an independent controllable entity, providing flexibility.

Inventive Principle:
Principle #7Nested doll (Nesting)

2Object-affected harmful factors

If the companion object is always in the first form (attached to primary object), then the visual obstruction is reduced, but the operational flexibility and interaction diversity decreases

Engineering Contradiction:
Improvevisual obstructionVSAvoidinteraction diversity
Core Design Contradiction:
Object-affected harmful factorsVSAdaptability or versatility

Solution Approach 1:

The system allows dynamic switching between attached state (first form) and independent state (second form). When attached, visual obstruction is minimized. When independent, interaction diversity and operational flexibility are enhanced, allowing users to control multiple objects simultaneously.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The companion object serves multiple functions: it can be attached to the primary object for visual integration, or detached for independent control. This multi-functionality allows the same object to adapt to different operational requirements, providing both visual cleanliness and interaction diversity.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Adaptability or versatility

If the user controls multiple objects (virtual object + companion object) simultaneously, then the combat synergy effect is expanded, but the operation complexity increases and attention management becomes difficult

Engineering Contradiction:
Improvecombat synergy effectVSAvoidoperation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The companion object dynamically transitions between attached and independent states based on combat needs. When attached, it provides passive support with minimal control input required. When independent, it enables active participation in combat with full control flexibility, allowing users to manage complexity by switching states rather than continuously managing both objects.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

When in the first form, the companion object merges with the primary virtual object, becoming a unified controlled entity. This merging reduces operation complexity by allowing single-object control while still providing combat synergy effects. The functions are combined into one controllable unit.

Inventive Principle:
Principle #5Merging (Combining)

4Adaptability or versatility

If the companion object is summoned to participate in interaction, then the combat synergy effect is created, but the operation costs increase

Engineering Contradiction:
Improvecombat synergy effectVSAvoidoperation costs
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The companion object can be summoned and switched between states dynamically. When summoned in the first form, it provides combat synergy with minimal operational overhead. When switched to the second form, it provides enhanced flexibility. This dynamic state management reduces operation costs compared to always maintaining an independent companion object.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The companion object, when in the first form, can autonomously assist the primary object without requiring constant user intervention. This self-service capability provides combat synergy effects while minimizing operation costs, as the attached companion object operates more autonomously rather than requiring continuous control input.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20240325913A1Companion object control
Publication Date: 2024.10.03 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20240325913A1 patent drawing
  • US20240325913A1 patent drawing
  • US20240325913A1 patent drawing

AI summary

In a method for controlling a companion object, a virtual scene is displayed. The virtual scene includes a first virtual object and a companion object of the first virtual object. The companion object is configured to switch between a first state and a second state. The companion object is controlled to switch between the first state and the second state. When the companion object is in the first state, the companion object is in a first form that is attached to the first virtual object. When the companion object is in the second state, the companion object is (i) in a second form that is not attached to the first virtual object and (ii) configured to move separately from the first virtual object, the first form of the companion object being different from the second form of the companion object.