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NGUI 3 Support / Re: 3.0.9 f4 Creating a UIWidget with no UIRoot screws up layers and scale
« on: January 24, 2014, 09:31:36 AM »
This actually happens in the Editor as well as at runtime. Specifically, I have a static UIWidget on a GameObject that starts out disabled (it's not added at runtime, so I can't really use NGUITools.AddChild). As soon as the object is enabled, it creates a new UIRoot. It's not under a UIPanel because it's just a collider for catching events. It only has a UIWidget on it to prevent that weird depth issue. It doesn't draw anything, so it has no real need to be under a UIPanel.