Seems not mater what I try I either get lower draw calls but Z depth problems, or high draw calls and mostly working.
What I've tried is ALT-SHIFT-=, which sorts things so they appear correct, but draw calls are wrong.
I then move all the dynamic fonts to one range (say 150s) and others on the same atlas to 100s, then my Render Texture to 160. Then things start to get crazy and widgets disappear when in play mode. Usually they appear fine in editor.
Draw calls do go down as expected, but it's impossible to use. I'm also seeing unexplained behavior when widgets are toggled on and off via NGUITools.SetActive(). Is there a problem with turning an entire panel on/off?
EDIT:
Here is one note, everything works fine until I start to have more than 5 panels on screen at once. I'm not sure how do things without more than one panel.
I have a typical HUD that I'm using anchors, top/left, top center, top/right, etc. Under each one of those I have my panels and then widgets.
Then I have a center anchor that has all my dialog windows, each with it's own panel. These need to be drawn above the HUD (around zero depth) so I put them at 50+. Then I have confirm dialogs that need to be the highest at 100 or 150. Each of these are turned on and off as needed.
Problem is when I have more than 5 panels on screen stuff starts acting up. Draw calls are very high as well. I tried moving ALL my dynamic font to 150, all my sprits on the same atlas to 100/etc. But that made things worse. The examples are fine but once things start getting more complex is where they break for me.