Setting GameObject in script is not working.

I am setting a GameObject for my pausePanel so that I can activate it and then pause the game. However, after I set it Unity cannot find it?

Although it really exists

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class GamePlayController : MonoBehaviour {
	//Creating Instance Variable that will hold this object reference.
	public static GamePlayController instance;

	[SerializeField]
	private Text scoreText, coinText, lifeText;

    [SerializeField]
	private GameObject pausePanel;

	// Use this for initialization
	void Awake () {
		MakeInstance();

	}

	void Start(){
		pausePanel = GameObject.FindWithTag("PausePanel");
	}

	//Points the instance variable to this object so we can easily call functions of this object/class
	void MakeInstance(){
		if(instance == null){
			instance = this;
		}

	}

	public void PauseTheGame(){
		Time.timeScale = 0f;
		pausePanel.SetActive(true);
	}

	public void ResumeGame(){
		Time.timeScale = 1f;
		pausePanel.SetActive(false);
	}

	public void QuitGame(){
		Time.timeScale = 1f;
		SceneManager.LoadScene("MainMenu");
	}
}

Error I Recieve:
NullReferenceException: Object reference not set to an instance of an object
GamePlayController.PauseTheGame () (at Assets/Scripts/GameController/GamePlayController.cs:38)
UnityEngine.Events.InvokableCall.Invoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent.cs:165)
UnityEngine.Events.UnityEvent.Invoke () (at C:/buildslave/unity/build/Runtime/Export/UnityEvent_0.cs:58)
UnityEngine.UI.Button.Press () (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Button.cs:36)
UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/UI/Core/Button.cs:45)
UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:50)
UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) (at C:/buildslave/unity/build/Extensions/guisystem/UnityEngine.UI/EventSystem/ExecuteEvents.cs:261)
UnityEngine.EventSystems.EventSystem:Update()

This truely is set on the script.
111083-2018-02-10-17-51-47-start.png

Finally figured this out. I had the script attached twice one was empty the other had the variables. I have no idea how since I recreated everything from scratch to try and get this working??