Virtual Object Adsorption for Shooting Game Aiming
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Solution Overview
Problem
In shooting games, the narrow field of view and lack of attention to short-range battles due to the emphasis on long-range shooting result in low probability of hitting targets, especially when targets are far away or moving, leading to a poor user experience.
Innovation Solution
A virtual object interaction method that displays an adsorbable area on the graphical user interface, locks a target virtual object using a crosshair, and adsorbs it upon release, followed by collision detection to initiate interaction, enhancing aiming and locking mechanisms for improved hit rates during short-range interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If long-range shooting is emphasized in shooting games, then the main battle manner is established, but the hit rate for far away or moving targets decreases
Solution Approach 1:
The patent implements dynamic interaction modes that automatically switch between long-range shooting and short-range adsorption based on distance and context. The adsorbable area dynamically appears and disappears, and the virtual object transitions between shooting and adsorption states, making the system adaptable to different combat scenarios without requiring manual mode switching.
Solution Approach 2:
The patent makes the virtual object multi-functional by enabling it to perform both traditional shooting actions and new adsorption actions. The same virtual object that can shoot projectiles can also generate adsorbable areas to capture targets, unified through a single interaction interface that works for both ranged and close-quarters combat.
2Measurement precision
If a narrow field of view is used in shooting games, then aiming precision is improved, but the probability of hitting targets in short-range battles decreases
Solution Approach 1:
The patent adds a new spatial dimension to the interaction by introducing the adsorbable area that extends beyond the traditional crosshair point. Instead of relying solely on precise 2D crosshair placement, the system creates a 3D spherical adsorption zone that gives the user an additional dimensional advantage for capturing targets.
Solution Approach 2:
The patent segments the interaction mechanism into distinct phases: the adsorption preparation phase where the adsorbable area is generated, the adsorption execution phase where the target is captured, and the post-adsorption phase where collision detection occurs. This segmentation allows each phase to be optimized independently.
3Productivity
If traditional shooting mechanics are maintained, then long-range combat is effective, but short-range battle engagement is poor
Solution Approach 1:
The patent merges the shooting mechanism and adsorption mechanism into a unified interaction system. The same input controls that trigger shooting can also trigger adsorption, and the same virtual object serves both functions. This merging reduces the need for separate control schemes for different combat ranges.
Solution Approach 2:
The adsorbable area acts as an intermediary between the user's input and the target object. Instead of directly controlling the virtual object to move and collide with targets, the system uses the adsorbable area as a mediator that automatically handles the complex physics of attraction and collision detection.
Data Source
AI summary
A virtual object interaction method, a non-transitory computer-readable storage medium, and an electronic device are provided. The method includes: displaying an adsorbable area on a graphical user interface in response to a touch operation acting on a first short-range interaction skill control, wherein the graphical user interface is provided by a terminal device and comprises a virtual scene and at least one short-range interaction skill control; locking a target virtual object in the virtual scene according to an orientation of a crosshair in the adsorbable area; adsorbing the target virtual object in response to a release operation acting on the first short-range interaction skill control; and performing collision detection for the target virtual object, and initiating interaction with the target virtual object according to a result of the detection.


