Hi @warpedsenses, For a proper setup make sure every UIView has a 'Behavior at Start' and that the UINodes are set to show and also hide views. When previewing, the DOTTween will not reset my view back to the original spot, it will leave it at 0,0,0. This is the intended behavior. When testing out animations, you will want to have the UIView in its runtime position and see exactly what is happening. Remembering the position in the scene view while editing would only add the potential for issues while designing the UI. The main idea is that a designer will always preview one UIView at a time, thus once he/she is happy with the animation, then the UIView can be moved wherever in the scene. When running the project, it will always load the bottom view in the hierarchy, even while in the graph it says it activated the right UI Node (which is connected to another view, the right one) That is the default way Unity sorts the UI (via the Hierarchy). Of course one can always override the sorting layer name and order via the Canvas components.