Object Reference Error

So basically I have the compile error NullReferenceException: Object reference not set to instance of an object. So I need to fix the compile error to get everything working again. Seems simple enough. The problem is I can’t figure out the compile error. Here’s my script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UInput = UnityEngine.InputSystem;

public class Player : MonoBehaviour
{
    public float moveSpeed;
    public float maxSpeed;
    private float minSpeed;
    public float rotSpeed;
    public float backFactor;
    private Rigidbody2D rb;
    public float acceleration;
    public float decceleration;
    private float targetAngle = 0;
    private float numOfPlayers;
    private bool usingController;
    public float playerNumber;
    private GameObject[] getPlayerCount;
    [SerializeField]
    public PlayerControls controls;

    //Input
    private float vInput;
    private float hInput;

    void OnEnable()
    {
        
    }
    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody2D>();
        minSpeed = moveSpeed;
        getPlayerCount = GameObject.FindGameObjectsWithTag("Player");
        numOfPlayers = getPlayerCount.Length;
    }

    // Update is called once per frame
    void Update()
    {
        //Get Joystick Names
        string[] temp = Input.GetJoystickNames();

        //Check whether array contains anything
        if (temp.Length > 0)
        {
            //Iterate over every element
            for (int i = 0; i < temp.Length; ++i)
            {
                //Check if the string is empty or not
                if (!string.IsNullOrEmpty(temp*))*

{
//Not empty, controller temp is connected
Debug.Log(“Controller: " + i + " is connected.”);
usingController = true;
}
else
{
//If it is empty, controller i is disconnected
//where i indicates the controller number
Debug.Log(“Controller: " + i + " is disconnected.”);
usingController = false;
}
}
}
else { usingController = false; }

//Get Input From Correct Player
if (numOfPlayers > 1 || usingController)
{
hInput = Input.GetAxisRaw(“Horizontal_P” + playerNumber);
vInput = Input.GetAxisRaw(“Vertical_P” + playerNumber);
}

else
{

}

//Calculate Acceleration
if (vInput > 0.5f && moveSpeed <= maxSpeed)
{
moveSpeed += acceleration;
}
else if (vInput < 0.5f && moveSpeed > minSpeed)
{
moveSpeed -= decceleration;
}
//Move Player
//Turn Player
if (moveSpeed > minSpeed)
{
moveSpeed -= decceleration;
}
transform.rotation = Quaternion.Slerp(transform.rotation, Quaternion.Euler(0, 0, targetAngle), rotSpeed * Time.deltaTime);

}

private void Awake()
{

}

void Forward()
{
rb.AddRelativeForce(Vector2.up * moveSpeed * Time.deltaTime);
moveSpeed += acceleration;
}

void Back()
{
rb.AddRelativeForce(Vector2.down * (moveSpeed + backFactor ) * Time.deltaTime);
}

void Turn()
{
targetAngle -= rotSpeed;
}
}

In my experience, this compile error normally leads to a misspelled variable or something of the sorts.
However, the compile error says the line of code causing it is line 104, which contains nothing but a single closing brace. This error has me genuinely confused. Any help would be appreciated. Thanks!

Thanks for the reply @xxmariofer! I was going to check your answer, but when I started up unity, the error was gone. I don’t really know what happened, but it works.