@emperor1412: The issue has been fixed with 3.0.0c (released).
That's great, what a good new, everything in my game is about sprite animation. Before 3.0.0, there were an issue like if 1 sprite in a panel is moveing then the whole geometry of the panel is rebuild, like that there is a huge performance lost every frame. Now although I'm not so sure how you batched sprite together and manage their geometry, but the problem seem to be solved. Can you talk a little bit about it.
One more thing is before I separate sprites by panel, manage the depth within a panel, each panel has different transform.position.z, but now as I see in previous post, it won't work anymore, the depth has to me manually managed over. All the widgets will be created at runtime and it turned out that all of them have the same depth which cause incorrect rendering.
I tried NormalizeDepths() at run time but it doesn't help to adjust the depth of widgets correctly. Is there a way to deal with it?