LineRenderer bug after updating Unity

I returned to my old drawing game after a year or so off, and it worked fine with my unity 5.4. But after i updated it to 5.6.1 my line renderer that im using to draw has changed. For some reason it connects a line to the center of the screen nomatter where last line position is, anyone know the reasn for this? Attached is a picture of the issue and here is some of the code:

The class that draws the lines.

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

public class DotTimer : MonoBehaviour
{
    private int thisID;

    private LineRenderer lineRenderer;
    private float counter;
    private float distance;
    public float lineDrawSpeed = 0.5f;

    private Transform origin;
    private Transform destination;

    void Start()
    {
        GameObject aScript = GameObject.Find("DotSpawner");
        scriptSpawnDot myDotSpawnClass = aScript.GetComponent<scriptSpawnDot>();

        thisID = myDotSpawnClass.dotID;
        myDotSpawnClass.dotID += 1;

        Destroy(gameObject, 3);

        this.name = thisID.ToString();

        if (thisID != 1)
        {
            startLineRenderer();
        }
    }

    void Update()
    {
        if (thisID != 1)
        {
            updateLineRenderer();
        }         
    }

    void startLineRenderer()
    {
        // For debugging
        Debug.Log("this id:" + thisID);

        int lookForThisObject = thisID -= 1;
        GameObject lookingForThisObject = GameObject.Find(lookForThisObject.ToString());

        origin = lookingForThisObject.transform;
        destination = transform;

        // For debugging
        Debug.Log("looking for this object: " + lookForThisObject);

        lineRenderer = GetComponent<LineRenderer>();
        lineRenderer.SetPosition(0, origin.position);
        lineRenderer.SetWidth(.02f, .02f);
        lineRenderer.SetVertexCount(2);

        distance = Vector3.Distance(origin.position, destination.position);
    }

    void updateLineRenderer()
    {
        if (counter < distance)
        {
            counter += .1f / lineDrawSpeed;
            float x = Mathf.Lerp(0, distance, counter);

            Vector3 pointA = origin.position;
            Vector3 pointB = destination.position;

            lineRenderer.SetPosition(1, destination.position);
        }
    }
}

At line 59 above, print out the contents of origin.position, I think you’ll find it is (0,0,0). Alternately, you might have more than one game object in the scene with this script on it.

Another thing Unity did was fix the mitering, so maybe your line was there before but was invisible because of the bad mitering of the old line rendering?