Simultaneous Null Reference Exception and expected value

So I’ve been messing around with instantiating a prefab and then calling the components for edit to try and make save data system that creates when something is saved, and destroys when something is deleted via a toggled selection. When the game is in play mode, every frame returns both a Null Reference Exception and a true or false depending on the condition of the toggle. I’m fairly new to coding and Unity but I haven’t experienced this before and I can’t seem to fix it… any and all help would be much appreciated!! Just for some reference, the Value and NewInstant functions are running off a single button, and the deleteToggled on another button aims to check the condition of the toggles and destroy instances accordingly.`using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using System;

public class Buttons : MonoBehaviour {

public GameObject Entry;
private int value = 0;

private GameObject new1;
private GameObject new2;
private GameObject new3;
private GameObject new4;

public Transform Panel;

public Toggle Toggle0;
public Toggle Toggle1;
public Toggle Toggle2;
public Toggle Toggle3;
public Toggle Toggle4;

public Text fab1;
public Text fab2;
public Text fab3;
public Text fab4;
public Text fab5;

void Start ()
{
}

public void Value ()
{ 
	value += 1;
	Debug.Log(value);
}


public void NewInstant ()
{	
	if (value < 5) {
		if (new1 == null) {
			new1 = Instantiate (Entry);
			new1.transform.parent = Panel;
			Toggle1 = new1.transform.GetChild(2).GetComponent<Toggle>();
			fab1 = new1.transform.GetChild(0).GetComponent<Text>();
			fab1.text = "This is prefab number " + value.ToString();
			
		} else if (new1 != null) {
			new2 = Instantiate (Entry);
			new2.transform.parent = Panel;
			Toggle2 = new2.transform.GetChild(2).GetComponent<Toggle>();
			fab2 = new2.transform.GetChild(0).GetComponent<Text>();
			fab2.text = "This is prefab number " + value.ToString();

		} else if (new2 != null) {
			new3 = Instantiate (Entry);
			new3.transform.parent = Panel;
			Toggle3 = new3.transform.GetChild(2).GetComponent<Toggle>();
			fab3 = new3.transform.GetChild(0).GetComponent<Text>();
			fab3.text = "This is prefab number " + value.ToString();

		} else if (new3 != null) {
			new4 = Instantiate (Entry);
			new4.transform.parent = Panel;
			Toggle4 = new4.transform.GetChild(2).GetComponent<Toggle>();
			fab4 = new4.transform.GetChild(0).GetComponent<Text>();
			fab4.text = "This is prefab number " + value.ToString();

		}
	}		
}

void Update ()
{
	if (Toggle1.isOn) {
		Debug.Log (1);
	} else { 
		Debug.Log ("not 1");
	}
}

public void deleteToggled ()
{

	if (Toggle1.isOn == true) {
		DestroyObject (new1);
	}
	if (Toggle2.isOn == true) {
		DestroyObject (new2);
	}
	if (Toggle3.isOn == true) {
		DestroyObject (new3);
	}
	if (Toggle4.isOn == true) {
		DestroyObject (new4);
	}

}

}
`

Hi,

For example your toggle2 is part of a child of gameobject new2

Toggle2 = new2.transform.GetChild(2).GetComponent<Toggle>();

When you destroy new2 it will also destroy its children which will make toggle2 null.

This goes for all your toggles.