Hello,
I understand why you had rigidbodies attached to panels, they certainly do reduce the static collider calculation on move and at certain times we do have buttons moving around... BUT, the rigidbody also unifies the colliders as "one body"... its not really a merge but they count as one for collisions...
I've commented out the part of the code that adds the rigidbody, and I dont know if there is a real solution to the static collider problem, but I have a custom input script more suited for my needs and I just cant have that rigidbody there, unfortunately.
I would suggest making a bool on the panel script to add or not a rigidbody... i know it is pretty easy to just go there and comment the code, obviously, but I suppose I will have to do that in every release, and I am sure there are more people with this kind of problem other then me. Actually, is that the reason you've added the rigidbody in the first place, for the static collider move overhead?
Best regards,
Allan