That involves going from 3D to 2D coordinates, and is not something you can do without writing some code. You will need to take the target's 3D world position, convert it to view space using the camera that draws it, then using the UI camera convert that back to world space (this time it will be in UI world coordinates). You will then need to convert this value to virtual pixels by using transform.InverseTransformPoint, where 'transform' is whatever object you want it to be relative to, such as the parent of the sprite you want to move. Now that that's done you have local coordinates to work with which are in virtual pixels which will make sense. You can now proceed to tween the object from this position to somewhere else, like the corner of the screen.