Hello. I am trying to make a tutorial for our game. Essentially it is supposed to be a scripted tutorial where the player needs to click certain things to advance, ect. An overlay (the same size as the window 1024x768) pops up with a collider on it (to prevent user input). The button I am wanting the user to click, I want to move in front of the overlay so that the user can only click that one button. However, when I move the button in front (programmatically), it is still drawn behind it. In the scene, it is definitely in front and I can even click it in game to receive the OnClick(), but in terms of visuals, all of the buttons look as if they are behind the overlay. I have tried to adjust the z more and more on that one button, but then every button that shares the same atlas also pops in front (or is drawn in front) of the overlay. How can I make just the one button appear in front of the overlay where the others remain behind it. I have tried the UISprite "Forward/Backward" scene widget and that doesn't work either. I want to prevent putting every sprite in its own atlas as that defeats the whole purpose to using atlas'.
Hopefully this makes sense and you can understand what it is that I am trying to do. Thank you for your time!

EDIT: I have also manually tried to set the depth of that button to 100000 and the result is still the same.