You can't tween anchored objects directly, as anchors position the object each frame just as tweening does. What you can do is create a container and apply anchors to that, and then position tweened objects inside.
Like you, I'm having to put in a lot of trial and error to work out how to use NGUI, particularly to combine it with scripting. A lot of what I'd like to do is extremely easy to do with scripting (get display measurements and place accordingly) but combining that with the functionality and flexibility of NGUI is tricky. There could definitely be a lot better educational materials; the existing tutes and examples cover a small set of basics and don't look at many of the real-world uses. We could do with some lengthy walkthroughs looking at real-world examples. At least the support here is very quick and useful.
The choice of going with NGUI 2.7 means losing access to support and features. If that'll work for you from past experience, it's a valid choice. Spending time learning the new system can either be seen as a nuisance as it slows down your current project, or an investment as it'll make future projects faster and better to implement. I see learning NGUI as a bit of both in equal measure at the moment.
I'm also hopeful there'll be some parallels with Unity's DNFUI whenever it appears, and we should get lots of tutorials and training as an official Unity feature. Although 2D training has been limited, so there'll still be a substantial time to learn from DNFUI release to fluent use.
Thx for the reply Shifty Geezer,
It's not that I don't want to learn the new NGUI, it's just that I think it's not possible what I want to do with my panels. The example I posted above is build like this:
Panel
-HeaderObj (Empty GameObject)
--HeaderSprite
--HeaderLabel
--HelpButton
--BackButton
-StartDate (Empty GameObject)
--Background (With UIButton attached) (UISprite)
--StartDateLabel (UILabel)
--DateLabel (changed with picker) (UILabel)
--Dotted line (UISprite)
-EndDate (Empty GameObject)
--Background (With UIButton attached) (UISprite)
--EndDateLabel (UILabel)
--DateLabel (changed with picker) (UILabel)
--Dotted line (UISprite)
-Time (Empty GameObject)
--Background (With UIButton attached) (UISprite)
--TimeLabel (UILabel)
--Time (changed with picker) (UILabel)
-Repeating (Empty GameObject)
--Background (With UIButton attached) (UISprite)
--RepeatLabel (UILabel)
--Repeat (changed with picker)
--dotted line
-Notifications
--Checkbox
--Label
-Save Button
--Background (with UIButton attached) (UISprite)
--SaveLabel (UILabel)
I want this whole panel tweenable and use anchoring so that the sprites look good on other resolutions. All the sprites are build with 9 slicing so sprite stretching shouldn't be a problem. Can you give me some tips on how to achieve this?