When using DynamicPanels, I encountered inconsistent behavior between the Unity Editor and the built application.
In the Unity Editor, when opening a panel for testing, the panel cannot automatically moved to the center of the screen upon creation. However, within the Editor, I am still able to freely drag and reposition the panel afterward.
The issue appears in the built executable:
The panel cannot be dragged properly.
There is no visual placeholder or preview while dragging.
When attempting to move the panel (for example, dragging it from the bottom-left to the center), it snaps unexpectedly to the top-right corner after releasing the mouse.
It seems the panel can only snap between two positions (bottom-left and top-right).
When docking the panel, it immediately expands to full screen instead of docking to a specific region.
This behavior makes the panel system unusable in the build, even though it works relatively fine in the Unity Editor.
RectTransform panelRectTrans = uiContent.Transform as RectTransform;
Panel newPanel = PanelUtils.CreatePanelFor(panelRectTrans, m_mainPanelCanvas);
newPanel[0].MinSize = new Vector2(500f, 500f);
newPanel.MoveTo(Vector2.zero);
m_mainPanelCanvas.ForceRebuildLayoutImmediate();

When using DynamicPanels, I encountered inconsistent behavior between the Unity Editor and the built application.
In the Unity Editor, when opening a panel for testing, the panel cannot automatically moved to the center of the screen upon creation. However, within the Editor, I am still able to freely drag and reposition the panel afterward.
The issue appears in the built executable:
The panel cannot be dragged properly.
There is no visual placeholder or preview while dragging.
When attempting to move the panel (for example, dragging it from the bottom-left to the center), it snaps unexpectedly to the top-right corner after releasing the mouse.
It seems the panel can only snap between two positions (bottom-left and top-right).
When docking the panel, it immediately expands to full screen instead of docking to a specific region.
This behavior makes the panel system unusable in the build, even though it works relatively fine in the Unity Editor.