Virtual Object Aiming Interface for Shooting-Skill Mode Switching

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Solution Overview

Problem

Existing gaming technologies limit users to either firearm shooting operations or skill releases, resulting in monotonous gameplay experiences.

Innovation Solution

A method and apparatus that enable users to control virtual objects by combining firearm shooting and skill release operations through a graphical user interface featuring a shooting aiming mark and a second-type attack widget, allowing users to switch between aiming modes via touch operations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If users are limited to either firearm shooting operations or skill releases, then the control system remains simple, but the gameplay becomes monotonous

Engineering Contradiction:
Improvegameplay varietyVSAvoidcontrol system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The aiming mark is designed to serve multiple functions: it acts as a shooting aiming mark for firearm operations and can be transformed into a second-type aiming mark for skill release operations. This multi-functionality allows the same interface element to support diverse gameplay modes without requiring separate control systems, thereby increasing gameplay variety while maintaining control system simplicity

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

Solution Approach 2:

The aiming mark dynamically changes its function and appearance based on user interaction. When the user triggers a skill release operation, the shooting aiming mark transforms into a second-type aiming mark. This dynamic transformation enables the system to adapt between different gameplay modes (shooting vs. skill release) using a single adaptive interface, resolving the contradiction between versatility and complexity

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If only single attack mode is provided, then the interface remains simple, but user engagement decreases

Engineering Contradiction:
Improveattack mode diversityVSAvoidinterface simplicity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

Instead of providing separate interfaces for shooting and skill release operations, the patent inverts the approach by using a single aiming mark that can represent both modes. The skill release operation is integrated into the aiming interaction itself, allowing users to switch between attack modes through the same interface element, thus maintaining interface simplicity while achieving attack mode diversity

Inventive Principle:
Principle #13The other way round (Inversion)

Solution Approach 2:

The second-type attack widget and its associated aiming mark are designed to universally support both firearm shooting and skill release operations. This universal design allows the interface to handle multiple attack modes without requiring separate controls, preserving ease of operation while providing the versatility needed to enhance user engagement

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

Data Source

PatentUS20260077270A1Method for controlling virtual object, apparatus for controlling virtual object, storage medium, and electronic device
Publication Date: 2026.03.19 NETEASE (HANGZHOU) NETWORK CO LTD
  • US20260077270A1 patent drawing
  • US20260077270A1 patent drawing
  • US20260077270A1 patent drawing

AI summary

The present disclosure provides a method for controlling a virtual object. The method includes: displaying a shooting aiming mark and a graphical user interface of a second-type attack widget, where the target virtual object is configured with a virtual firearm, and the shooting aiming mark assists in aiming of the virtual firearm; replacing, in response to a touch operation for the second-type attack widget, the shooting aiming mark with a second-type aiming mark, and determining a to-be-attacked virtual object aimed at by the second-type aiming mark based on the touch operation; and controlling the target virtual object to attack the to-be-attacked virtual object in a second-type attack mode.