Выдаёт ошибку "Имя не существует в данном контексте"

Речь идет о cubeToCreate, по идее он должен ссылаться на if Input.GetMouseButtonDown . Код писал по инструкции, у человека у которого списывал все норм у меня ошибку выдает. Вот собственно весь код, может что то упустил.

using UnityEngine;

using System;

using System.Collections;

using System.Collections.Generic;

public class GameController : MonoBehaviour {

    private CubePos nowCube = new CubePos(0, 1, 0);
    public float cubeChangePlaceSpeed = 0.5f;
    public Transform cubeToPlase;

    public GameObject gameToCreate, allCubes;

    private List<Vector3> allCubesPositions = new List<Vector3> {
        new Vector3(0, 0, 0),
        new Vector3(1, 0, 0),
        new Vector3(-1, 0, 0),
        new Vector3(0, 1, 0),
        new Vector3(0, 0, 1),
        new Vector3(0, 0, -1),
        new Vector3(1, 0, 1),
        new Vector3(-1, 0, -1),
        new Vector3(-1, 0, 1),
        new Vector3(1, 0, -1),
    };
    

    private void Start() {
        StartCoroutine(ShowCubePlace());
    }

    private void Update() {
        if (Input.GetMouseButtonDown(0) || Input.touchCount > 0) {
#if !UNITY_EDITOR
            if(Input.GetTouch(0).phase != TouchPhase.Began)
                return;
#endif

            
            GameObject newCube =  Instantiate(
                        cubeToCreate, <<<----- ВОТ ОН ГАД ТАКОЙ
                        cubeToPlase.position,
                        Quaternion.identity) as GameObject;

            newCube.transform.SetParent(allCubes.transform);
            nowCube.setVector(cubeToPlase.position);
            allCubesPositions.Add(nowCube.getVector());

            SpawnPositions();
        }
    }

    

    IEnumerator ShowCubePlace() {
        while (true) {
            SpawnPositions();

            yield return new WaitForSeconds(cubeChangePlaceSpeed);
        }
    }

    private void SpawnPositions() {
        List<Vector3> positions = new List<Vector3>();
        if (IsPositionEmpty(new Vector3(nowCube.x + 1, nowCube.y, nowCube.z))
            && nowCube.x + 1 != cubeToPlase.position.x)
            positions.Add(new Vector3(nowCube.x + 1, nowCube.y, nowCube.z));
        if (IsPositionEmpty(new Vector3(nowCube.x - 1, nowCube.y, nowCube.z))
           && nowCube.x - 1 != cubeToPlase.position.x)
            positions.Add(new Vector3(nowCube.x - 1, nowCube.y, nowCube.z));
        if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y + 1, nowCube.z))
           && nowCube.y + 1 != cubeToPlase.position.y)
            positions.Add(new Vector3(nowCube.x, nowCube.y + 1, nowCube.z));
        if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y - 1, nowCube.z))
           && nowCube.y - 1 != cubeToPlase.position.y)
            positions.Add(new Vector3(nowCube.x, nowCube.y - 1, nowCube.z));
        if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y, nowCube.z + 1))
           && nowCube.z + 1 != cubeToPlase.position.z)
            positions.Add(new Vector3(nowCube.x, nowCube.y, nowCube.z + 1));
        if (IsPositionEmpty(new Vector3(nowCube.x, nowCube.y, nowCube.z - 1))
           && nowCube.z - 1 != cubeToPlase.position.z)
            positions.Add(new Vector3(nowCube.x, nowCube.y, nowCube.z - 1));

        cubeToPlase.position = positions[UnityEngine.Random.Range(0, positions.Count)];
    }

    private bool IsPositionEmpty(Vector3 targetPos) {
        if (targetPos.y == 0)
            return false;

        foreach (Vector3 pos in allCubesPositions) {
            if (pos.x == targetPos.x && pos.y == targetPos.y && pos.z == targetPos.z)
                return false;
        }
        return true;
    }
}
    struct CubePos {
        public int x, y, z;

        public CubePos(int x, int y, int z) {
            this.x = x;
            this.y = y;
            this.z = z;
        }

        public Vector3 getVector() {
            return new Vector3(x, y, z);
        }

        public void setVector(Vector3 pos) {
            x = Convert.ToInt32(pos.x);
            y = Convert.ToInt32(pos.y);
            z = Convert.ToInt32(pos.z);
        }
    }

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