Virtual Character Control Switching for Non-Combat Actions

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Solution Overview

Problem

The inefficiency of human-computer interaction in controlling virtual characters due to the need for multiple steps to access non-combat behavior controls in mobile games, which are buried in multi-level menus, reduces operational efficiency.

Innovation Solution

A method and apparatus that dynamically switch between control groups based on the activity of the virtual character, automatically displaying non-combat behavior controls when needed, eliminating the need for users to search through deeper menus.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If non-combat behavior controls are placed in multi-level menus, then the control interface can be organized systematically, but the interaction steps increase and efficiency decreases

Engineering Contradiction:
Improvecontrol accessibilityVSAvoidinteraction time
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The control interface dynamically switches between combat and non-combat modes based on the virtual character's current activity state. When the character is not engaged in combat, the interface automatically displays non-combat behavior controls (such as meditation, dancing, snowman) directly on the front end, eliminating the need for users to navigate through multi-level menus and significantly reducing interaction steps.

Inventive Principle:
Principle #15Dynamics

2Productivity

If control groups are switched based on virtual character activity, then interaction efficiency improves, but the system complexity increases

Engineering Contradiction:
Improveinteraction efficiencyVSAvoidcontrol system complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system continuously monitors the virtual character's activity state as feedback and automatically adjusts the control interface accordingly. When combat activities are detected, combat controls are displayed; when non-combat activities are detected, non-combat controls are displayed. This feedback mechanism enables automatic adaptation without requiring complex manual configuration, improving interaction efficiency while keeping the switching logic relatively simple.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS12558624B2Method and apparatus for controlling virtual character, device, and storage medium
Publication Date: 2026.02.24 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US12558624B2 patent drawing
  • US12558624B2 patent drawing
  • US12558624B2 patent drawing

AI summary

This disclosure relates to a method and apparatus for controlling a virtual character. The process of controlling the virtual character may include displaying a first virtual character and a first control group, the first control group comprising a first-type control. The process may also include switching the first control group to a second control group based on the activity of the first virtual character meeting a first condition, the second control group comprising a second-type control, wherein the first-type control is a control via which the first virtual character is triggered to release a skill, and the second-type control is a control via which the first virtual character is triggered to perform a non-combat behavior.