From what I could figure it out, the priority field of each Canvas is kind of a z-index.
I have 2 similar canvas (screen overlay) (with different gameobjects parents).
I disable one of them (with lower priority, that covers the other one == is closer to the screen) with gameObject.SetActive(false). – it works fine
After multiple actions (disabling 3-4 times) the canvas is actually behind the other canvas. The priority fields don’t change (in Inspector).
I tried with multiple priorities 1 & 5, 2 & 10 etc, but the bug is always occuring.
I also tried to change the z position of the elements, has no effect.
It is a known bug or I should upload a scene to show it ?
Thanks.