In Blender when I select an object and I change any setting, the other objects are not affected, but when I create a panel with properties from bpy.props, changing an intProperty on one changes it on the others

Look at this example: I made a custom panel with 2 properties

enter image description here

I create 2 object A and B with property "Resolution" = 12, then on object A I change resolution to 20

enter image description here

when clicking on object B I see that resolution is 20 as well, but I want it to be still 12.

I understand that this is because I have only registered one set of properties, that are all the same, so is there a way to register different properties for each object, and create a panel that shows only the properties of the active one?

(custom ID props could be a workaround, but I would prefer to use a custom panel because it's cleaner and drivers are way worse to trigger update functions)

here there is the part of the code related to properties:

class MyProperties(bpy.types.PropertyGroup):

    sphere_resolution: IntProperty(
        description="resolution of the sphere",
        update=updateResolution #function that changes the subdivisions of the sphere

    sphere_transform: FloatProperty(
        description="curvature of the Radial Sphere: = 0 is a plane, 1 is a sphere",

# operator to create the objects. Each object should have its own properties
class MESH_OT_CreateRadialSphere(bpy.types.Operator):
    bl_idname = "mesh.create_radial_sphere"
    bl_label = "Radial Sphere"

    def execute(self, context):
        # stuff
        return {'FINISHED'}

# create panel. Here there should be the properties of the active object, if the active object was created by the create operator, and changing a value should only affect the active object
class MESH_PT_sphere_topologies(bpy.types.Panel):
    bl_idname = "MESH_PT_sphere_topologies"
    bl_label = "Sphere Topologies"
    bl_space_type = "PROPERTIES"
    bl_region_type = "WINDOW"
    bl_context = "data"

    def poll(self, context):
        # stuff

    def draw(self, context):
        layout = self.layout
        mytool = context.scene.SphereTopology

        layout.prop(mytool, "sphere_resolution")
        layout.prop(mytool, "sphere_transform")

classes = (

def register():
    for cls in classes:
    bpy.types.Scene.SphereTopology = PointerProperty(type=MyProperties)

def unregister():
    for cls in classes:
    del bpy.types.Scene.SphereTopology
  • $\begingroup$ Hello, could you post your code ? What is "Resolution" related to ? $\endgroup$ – Gorgious Nov 23 '20 at 15:05
  • $\begingroup$ @Gorgious I added a schematic version of the code (the entire code is too long). "Resolution" is just a intProperty I created. Each sphere is created with an operator and has a certain resolution: when I select a sphere I want to see the current Resolution value for that sphere and edit it (which through the update function modifies the mesh as needed). In the update function I can tell it to only modify the mesh of the active object, so it's not a problem, the problem is just that the "Resolution" in the panel doesn't reflects the true resolution of the selected sphere $\endgroup$ – Tareyes Nov 23 '20 at 16:09
  • 1
    $\begingroup$ Thanks ! I think you need to add your SphereTopology class to bpy.types.Objectrather than to bpy.types.Scene else you only have one instance of your MyProperty group (per Scene), and only one shared value $\endgroup$ – Gorgious Nov 23 '20 at 16:16
  • $\begingroup$ Thanks, you were right $\endgroup$ – Tareyes Nov 23 '20 at 16:31

Easy. You would have to assign the PointerProperty to bpy.types.Object. Use context.object to get a reference. Demo based on the template from How to create a custom UI?

import bpy

from bpy.props import (StringProperty,
from bpy.types import (Panel,

# ------------------------------------------------------------------------
#    Object Properties
# ------------------------------------------------------------------------

class MyProperties(PropertyGroup):

    my_bool: BoolProperty(
        name="Enable or Disable",
        description="A bool property",
        default = False

    my_int: IntProperty(
        name = "Int Value",
        description="A integer property",
        default = 23,
        min = 10,
        max = 100

    my_float: FloatProperty(
        name = "Float Value",
        description = "A float property",
        default = 23.7,
        min = 0.01,
        max = 30.0

# ------------------------------------------------------------------------
#    Panel in Object Mode
# ------------------------------------------------------------------------

class OBJECT_PT_CustomPanel(Panel):
    bl_label = "My Panel"
    bl_idname = "OBJECT_PT_custom_panel"
    bl_space_type = "VIEW_3D"   
    bl_region_type = "UI"
    bl_category = "Tools"
    bl_context = "objectmode"   

    def poll(self,context):
        return context.object is not None

    def draw(self, context):
        layout = self.layout
        #scene = context.scene
        mytool = context.object.my_tool

        layout.prop(mytool, "my_bool")
        layout.prop(mytool, "my_int")
        layout.prop(mytool, "my_float")

# ------------------------------------------------------------------------
#    Registration
# ------------------------------------------------------------------------

classes = (

def register():
    from bpy.utils import register_class
    for cls in classes:

    bpy.types.Object.my_tool = PointerProperty(type=MyProperties)

def unregister():
    from bpy.utils import unregister_class
    for cls in reversed(classes):
    del bpy.types.Object.my_tool

if __name__ == "__main__":
  • $\begingroup$ wow, I feel like a massive idiot now, but I was stuck on this stupid thing for days ahah $\endgroup$ – Tareyes Nov 23 '20 at 16:32

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