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Answer by jamesflowerdew

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set newIntensity to a default value at the beginning, before any "if"s or "elses". frustratingly unity/c# treats a variable that's only set when it's nested in an "if" statement as undefined for error tracking even if an "if/else" makes setting the variable inevitable. [edit] actually in this case your value could get through as null, but even if you fixed that the above would be true. you need a value to get through even if both conditions are false.

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