C# Invalid Points Assigned to 2D Edge Collider

I had this code working a moment ago and now I’m getting warnings saying that I’ve assigned invalid points to my 2D Edge Collider. I’ve tried checking if(keyVertices.Length > 0), if(keyVertices != null) and if(v != null) but none of them resolved this issue. I’m honestly not sure where this error is coming from.

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class BeamShooter : MonoBehaviour {
	// Prefabs
	public KeyCode fireKey;
	public Transform point;
	public Transform destination;
	public LineRenderer lineRndr;
	public EdgeCollider2D edgCldr2d;
	// Timing
	public float timeToUpdate = 0.05f;
	public float timeToPowerUp = 0.5f;
	
	public int maxNumVertices;
	public int numVertices;
	public float lastUpdate;
	
	public AudioSource audSrc;
	
	// Use this for initialization
		void Awake() 
	{
		lineRndr = GetComponent<LineRenderer>();
		edgCldr2d = GetComponent<EdgeCollider2D>();
		audSrc = GetComponent<AudioSource>();
		numVertices = 0;
		lastUpdate = 0.0f;
		Check();
	}
	void Check(){
		audSrc.volume = PlayerPrefs.GetFloat("SoundFXVolume");
		fireKey = (KeyCode)System.Enum.Parse(typeof(KeyCode), PlayerPrefs.GetString("Fire"));
	}
	// Update is called once per frame
	void Update () {
		if (Input.GetKey(fireKey)){
			if (audSrc.pitch < 3.0f) {
				audSrc.pitch += Time.deltaTime;
			}
			if (audSrc.pitch < 0.5f)
				return;
			if ((Time.time - lastUpdate) < timeToUpdate)
				return;
			lastUpdate = Time.time;
			numVertices = Mathf.RoundToInt(Vector3.Distance(transform.position, point.position));
			point.position = Vector3.MoveTowards(point.position, destination.position, 5 * Time.deltaTime * (1.0f / timeToPowerUp));
			Vector3 currentV = transform.localPosition;
			Vector2[] keyVertices = new Vector2[numVertices];
			lineRndr.SetVertexCount(numVertices);
			for (int i = 0; i < numVertices; i++) {
				float vfl = (Random.value * 4.0f - 2.0f);
				Vector3 v = new Vector2(currentV.x + vfl,currentV.y + vfl);
				lineRndr.SetPosition(i, v);
				//if(v != null)
				keyVertices *= v;*
  •  		currentV += (point.localPosition - transform.localPosition) / numVertices;*
    
  •  	}*
    
  •  	//if(keyVertices != null)*
    
  •  	//if(keyVertices.Length != 0)*
    
  •  	keyVertices[0] = transform.localPosition;*
    
  •  	edgCldr2d.points = keyVertices;*
    
  •  	lineRndr.SetPosition(0, transform.localPosition);*
    
  •  }*
    
  •  if (Input.GetKeyUp(fireKey)){*
    
  •  numVertices = 0;*
    
  •  lineRndr.SetVertexCount(0);*
    
  •  edgCldr2d.points = null;*
    
  •  point.position = transform.position;*
    
  •  audSrc.pitch = 0;*
    
  •  }*
    
  •  if(Time.timeScale == 0.0f){*
    
  •  	Check();	*
    
  •  }*
    
  • }*
    }

Line 69, you can’t set the array of points to null.

An edge collider must have at least 2 points.