Hi Folks!
I'm having some problems with UIanchor behaviour.
I'm using version 2.7 (tried 3.x but it was a big fail because of backwards compatibility)
This is my scenario:
UI Root (2D)
Camera
Anchor
MyGeneralPanel
(UI panel) MyClipingPanel
(UI Panel with Hard clip activated) ScrolleableObjectsParen
(Empty gameobject, has nothing but a Transform) ScrolleableLabel(clone)
(UILabels with some fancy scripts to add functionality) ScrolleableLabel(clone)
etc.
So I have a general panel with buttons and stuff, and inside that panel I have a Cliping Panel (used for scrolling).
Inside that Cliping Panel I have an empty gameobject named ScrolleableObjects, where I add labels dynamically.
Every time I add a new label, I check if it's the first one or not. If it's the first one, I attach the label to the ClipPanel.
Until here everything goes fine...
When I add a Label, and it's not the first one, I attach the new UILabel to the last Label (in fact, it works like a linked list where I always keep a reference to the last and the first label). The new label should position under the last label, but something weird happens.
Whenever I move the Y or X offset in the anchor script, the label moves unity by unit (from 0 to 1, and it ignores all the movement from 0.1 to 0.9), so the movement is very brusque.
Here a small picture:
-Purple square = ClipPanel
-Blue squares = UILabels
-Yellow lines = UIAnchor attachments

The first Label is attached to the ClipPanel, and its movement when I touch X and Y offset in UIAnchor works fine and smooth.
The second Label is attached to the first Label (through UIWidged field in UIAnchor), but the movement is broken.
Since I do all this things through code at runtime, I though that my problem might be in the code, but I recreated the same scenario by hand in the scene, and the problem still persists...
Anyone with this problem? Is this a known bug in versions 2.7 or earlier? Any solution?