I don't have a specific design, my question was in general.
I often have to code GUI where I have, for example, a back button on the top-left corner of the screen, a text field in the middle of the screen and a button centered at the end of this text-area. Now, with the Unity GUI it's very easy to setup the layout so that all those elements (both buttons size, font size etc.) look exactly the same on all devices (iPhones, iPads, Android etc.). If 2D Toolkit GUI has drag and drop this means (I guess?) that if I place a button on the top-left corner of the editor view that world position will need to be changed when the GUi is shown on a bigger screen. Same for the font of a text area...now with the Unity GUI Rich Text feature (new since Unity 4 I think) I can just use <size = mySizeVariable> text </size> and calculate mySizeVariable only once when my view os loaded (it will be big for high resolution and smaller with small resolutions of course).
I was wondering if there's a tutorial or example with the workflow used in 2 Toolkit GUI that shows this kind of implementation. I've seen tutorials but they all assume you work with one screen size only, while most of the time I need to code GUI that work and adatps well on all iPhones models, all iPads models, all Android models etc.
You mentioned the 'anchors' right? But I guess those too have a world positioning that needs to be changed depending on the device resolution. In this case if I have 15 gui elements all with their own anchors do I need to recalculate the correct world position for all 15 anchors?
Thanks