Can one of you create a repro case for me to look at that exhibits this issue? I don't have this happening on my end so I can't fix it properly. However you can just add null checks on line 260 and 287:Hi
mClipCount = (panel != null) ? panel.clipCount : 0;
if (panel != null && panel.clipping == Clipping.TextureMask)
Add another early exit to UpdateMaterials() function in UIDrawCall.cs, line 364:
void UpdateMaterials () { if (panel == null) return; // <-- here // If clipping should be used, we need to find a replacement shader ...