Virtual Object Movement Control with Single-Finger State Switching

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Solution Overview

Problem

Existing technologies for controlling virtual object movement in games, such as sliding tackle, are complex, prone to misoperations, and lack clear operational prompts, leading to inefficiencies and reduced player immersion.

Innovation Solution

A method involving a single-finger operation using a movement control area and movement state control on the user interface, where a virtual object switches between movement states through a sliding touch operation and a subsequent touch on the movement state control, providing clear prompts and simplified decision logic.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If traditional multi-button controls are used for movement state switching, then the virtual object can switch between movement states, but the operation becomes complex and prone to misoperations

Engineering Contradiction:
Improveoperation simplicityVSAvoidmisoperation rate
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent combines the movement control area and movement state control into a single integrated touch operation. The player performs one continuous sliding gesture that simultaneously controls movement direction and triggers movement state changes, eliminating the need for separate buttons and reducing operational complexity and misoperation rates.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The movement control area serves multiple functions: it controls movement direction, speed, and triggers movement state switching. This multi-functional design replaces traditional separate controls for movement and state changes, simplifying the interface and improving ease of operation.

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

2Loss of information

If clear operational prompts are provided for movement state switching, then player understanding improves, but the interface complexity increases

Engineering Contradiction:
Improveoperational clarityVSAvoidinterface complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The patent uses color changes and visual feedback in the movement control area to provide clear operational prompts. Different visual states indicate different movement states and available actions, conveying information without adding complex interface elements or text prompts.

Inventive Principle:
Principle #32Color changes

3Speed

If quick switching between movement states is enabled, then gameplay flexibility improves, but the control logic becomes more complex

Engineering Contradiction:
Improvestate switching speedVSAvoidcontrol logic complexity
Core Design Contradiction:
SpeedVSDevice complexity

Solution Approach 1:

The patent prepares movement state controls in advance within the movement control area, so that when the player slides in a specific direction, the appropriate movement state is already ready to be triggered. This preliminary preparation enables quick state switching without complex real-time decision logic.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12605622B2Method and apparatus for controlling movement of virtual object in game, electronic device, and storage medium
Publication Date: 2026.04.21 NETEASE (HANGZHOU) NETWORK CO LTD
  • US12605622B2 patent drawing
  • US12605622B2 patent drawing
  • US12605622B2 patent drawing

AI summary

A method and apparatus for controlling movement of a virtual object in a game, an electronic device, and a storage medium. The method for controlling movement of a virtual object in a game comprises: providing a movement control area and a movement state control in a user interface; according to a first touch operation, controlling the virtual object to be in a first movement state in a game scene, wherein the first touch operation is a sliding operation of which an initial touch point is located in the movement control area, and a final touch point is located on the movement state control; and in a process that the virtual object is in the first movement state, in response to a second touch operation for the movement state control, controlling the virtual object to switch from the first movement state to a second movement state in the game scene.