Sorry if this has been asked and answered before, I've looked everywhere for a solution with no luck!
Simply put I have the following:
>UIRoot
>Widget A -with (UIWidget, UIDragDropRoot, UIDragDropConatiner, Collider)
>UIPanel -with(UIPanel, UIScrollView)
>UIGrid -with(UIGrid)
>Widget B -with (UIWidget, UIDragDropRoot, UIDragDropConatiner, Collider)
>UIPanel -with(UIPanel, UIScrollView)
>UIGrid -with(UIGrid)
>Sprite1 -with(Collider, UIDragDropItem)
>Sprite2 -with(Collider, UIDragDropItem)
>Sprite3 -with(Collider, UIDragDropItem)
>Sprite4 -with(Collider, UIDragDropItem)
The Sprites get parented into one of the grids at runtime. By design there is some slight overlap within the grid of these sprites. I can set the sprite depth and get the expected results of which sprite is on top through code or the inspector. At this point drag and drop and everything works as it should. BUT, the minute I drag and drop the first item from one container to the other, UISprite.depth has no effect. So once a drag and drop is made, I can set the depth, and it shows in the inspector as the correct value, but visually in the panel there is no effect on depth. So before a drag and drop is made, Sprite1 at depth 5 is displayed higher than Sprite2 at depth 4 and can be switched by changing the depth value, as expected, but after a drag and drop, it appears to be random, similar in effect to having all sprites at the same depth, regardless of the actual depth setting. Changing the depth value has no effect.
Am I just missing something right under my nose?
Thanks in advance!