A very strange error....

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Hello guys, I have a very strange error it is a null reference exception but everything is working fine
NullReferenceException: Object reference not set to an instance of an object
AutomaticGunScriptLPFP.Aim () (at Assets/Low Poly FPS Pack/Components/Scripts/Weapon_Scripts/AutomaticGunScriptLPFP.cs:786)
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation.
System.Reflection.MonoMethod.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) (at <437ba245d8404784b9fbab9b439ac908>:0)
Photon.Pun.PhotonNetwork.ExecuteRpc (ExitGames.Client.Photon.Hashtable rpcData, Photon.Realtime.Player sender) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs:478)
Photon.Pun.PhotonNetwork.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetworkPart.cs:2068)
Photon.Realtime.LoadBalancingClient.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:3002)
ExitGames.Client.Photon.PeerBase.DeserializeMessageAndCallback (ExitGames.Client.Photon.StreamBuffer stream) (at <55bb4164382346dfa5f9113093df0b12>:0)
ExitGames.Client.Photon.EnetPeer.DispatchIncomingCommands () (at <55bb4164382346dfa5f9113093df0b12>:0)
ExitGames.Client.Photon.PhotonPeer.DispatchIncomingCommands () (at <55bb4164382346dfa5f9113093df0b12>:0)
Photon.Pun.PhotonHandler.Dispatch () (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:205)
Photon.Pun.PhotonHandler.FixedUpdate () (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:139)
Here is the error it is a beast lmao.
Here is the concerned line:
            if (scope1 == true) {
                anim.SetBool("Aim Scope 1", false);
            }
and this line is part of this function:

    [PunRPC]
    //Aim 
    #region Aim 
    private void Aim() {
        if (isAiming) {
            if (ironSights == true) {
                gunCamera.fieldOfView = Mathf.Lerp(gunCamera.fieldOfView,
                    ironSightsAimFOV, fovSpeed * Time.deltaTime);
            }
            if (scope1 == true) {
                gunCamera.fieldOfView = Mathf.Lerp(gunCamera.fieldOfView,
                    scope1AimFOV, fovSpeed * Time.deltaTime);
            }
            if (scope2 == true) {
                gunCamera.fieldOfView = Mathf.Lerp(gunCamera.fieldOfView,
                    scope2AimFOV, fovSpeed * Time.deltaTime);
            }
            if (scope3 == true) {
                gunCamera.fieldOfView = Mathf.Lerp(gunCamera.fieldOfView,
                    scope3AimFOV, fovSpeed * Time.deltaTime);
            }
            if (scope4 == true) {
                gunCamera.fieldOfView = Mathf.Lerp(gunCamera.fieldOfView,
                    scope4AimFOV, fovSpeed * Time.deltaTime);
            }

            //If iron sights are enabled, use normal aim
            if (ironSights == true) {
                anim.SetBool("Aim", true);
            }
            //If scope 1 is enabled, use scope 1 aim in animation
            if (scope1 == true) {
                anim.SetBool("Aim Scope 1", true);
            }
            //If scope 2 is enabled, use scope 2 aim in animation
            if (scope2 == true) {
                anim.SetBool("Aim Scope 2", true);
            }
            //If scope 3 is enabled, use scope 3 aim in animation
            if (scope3 == true) {
                anim.SetBool("Aim Scope 3", true);
            }
            //If scope 4 is enabled, use scope 4 aim in animation
            if (scope4 == true) {
                anim.SetBool("Aim Scope 4", true);
            }

            if (!soundHasPlayed) {
                mainAudioSource.clip = SoundClips.aimSound;
                mainAudioSource.Play();

                soundHasPlayed = true;
            }

            //If scope 1 is true, show scope sight texture when aiming
            if (scope1 == true) {
                WeaponAttachmentRenderers.scope1SpriteRenderer.GetComponent
                    <SpriteRenderer>().enabled = true;
            }
            //If scope 2 is true, show scope sight texture when aiming
            if (scope2 == true) {
                WeaponAttachmentRenderers.scope2SpriteRenderer.GetComponent
                <SpriteRenderer>().enabled = true;
            }
            //If scope 3 is true, show scope sight texture when aiming
            if (scope3 == true) {
                WeaponAttachmentRenderers.scope3SpriteRenderer.GetComponent
                <SpriteRenderer>().enabled = true;
            }
            //If scope 4 is true, show scope sight texture when aiming
            if (scope4 == true) {
                WeaponAttachmentRenderers.scope4SpriteRenderer.GetComponent
                <SpriteRenderer>().enabled = true;
            }
        }
        else {
            //When right click is released
            gunCamera.fieldOfView = Mathf.Lerp(gunCamera.fieldOfView,
                defaultFov, fovSpeed * Time.deltaTime);

            //If iron sights are enabled, use normal aim out
            if (ironSights == true) {
                anim.SetBool("Aim", false);
            }
            //If scope 1 is enabled, use scope 1 aim out animation
            if (scope1 == true) {
                anim.SetBool("Aim Scope 1", false);
            }
            //If scope 2 is enabled, use scope 2 aim out animation
            if (scope2 == true) {
                anim.SetBool("Aim Scope 2", false);
            }
            //If scope 3 is enabled, use scope 3 aim out animation
            if (scope3 == true) {
                anim.SetBool("Aim Scope 3", false);
            }

            //If scope 4 is enabled, use scope 4 aim out animation
            if (scope4 == true) {
                anim.SetBool("Aim Scope 4", false);
            }

            soundHasPlayed = false;

            //If scope 1 is true, disable scope sight texture when not aiming
            if (scope1 == true) {
                WeaponAttachmentRenderers.scope1SpriteRenderer.GetComponent
                    <SpriteRenderer>().enabled = false;
            }
            //If scope 2 is true, disable scope sight texture when not aiming
            if (scope2 == true) {
                WeaponAttachmentRenderers.scope2SpriteRenderer.GetComponent
                <SpriteRenderer>().enabled = false;
            }
            //If scope 3 is true, disable scope sight texture when not aiming
            if (scope3 == true) {
                WeaponAttachmentRenderers.scope3SpriteRenderer.GetComponent
                <SpriteRenderer>().enabled = false;
            }
            //If scope 4 is true, disable scope sight texture when not aiming
            if (scope4 == true) {
                WeaponAttachmentRenderers.scope4SpriteRenderer.GetComponent
                <SpriteRenderer>().enabled = false;
            }
        }
    }
If someone can help me i would be happy ^^

ArKeid0s