The problem with the demo scenes, e.g. animate window and co, is that they are made to work with Unity 3.5 & 4. Which is a massive pain in the butt, as in Unity 3.5, you can't SetActive to hide something - you have to use SetActiveRecursively which tends to do bad things
The demo code is crippled by that - it can be a lot simpler if we don't have to care about Unity 4.x.
1. Use window.gameObject.SetActive(...) to show or hide a window.
2. Position the window where it should be, and linked to an anchor that positions it correctly to the edge of the screen you're interested in. Eg.
camera
bottomAnchor
relativePosObj
window1
topAnchor
relativePosObj
window2
middleAnchor
relativePosObj
window3
I would keep transform.localPos on windows = 0,0,0 when its visible.
3. On game start, just hide the windows, or move them out of view (localPos = something other than 0,0,0) and SetActive(false) on them.
4. When you need to show a window, set its localPos = 0,0,0 and SetActive(true). Or animate it.
That should be it.