Something i have write in a addon script influences the behaviour of another addon. I dont know why, but i am presuming this is due to the context. The other addon behaviour is changing even if i do not execute my addon (but just if the addon is installed). How to avoid that ? Is there a way to define my own context class ?

Edit 1:

The other addon is Avastar (for Second Life). My addon is here http://www.pasteall.org/blend/42081

The "bad behaviour" is that using fitted bones sliders in Avastar does not work correctly (mesh is curiously shifted to the right). This does not happen if my addon is not registered (and with the same mesh).

Edit 2: more generally, how to create a context which can be based on another class than those provided in bpy.types ?

• Please elaborate, what is the other addon, what is the "behaviour" that is being influenced? Some code would be handy too...? By addon installed to you mean registered? Not sure jumping to defining your own context class is the way to go. – batFINGER May 28 '16 at 8:26
• The other addon is Avastar (for Second Life). My addon is here pasteall.org/blend/42081 – lemon May 28 '16 at 8:34
• The "bad behaviour" is that using fitted bones sliders in Avastar does not work correctly (mesh is curiously shifted to the right). This does not happen if my addon is not registered (and with the same mesh). – lemon May 28 '16 at 8:42
• You can paste code directly into pasteall.org/69992/python Don't have Avastar to test against. Could see if gaia is on #blendercoders irc.freenode.net Does the Avastar addon have any of the scene properties you've defined scene.sourceArmature for example? Also suggest editing your question with the above details. – batFINGER May 28 '16 at 8:59
• I have searched for my properties names in the blender addons folders : no hit, except my addon. But can you confirm that conflicts are possible ? – lemon May 28 '16 at 9:12