C# Not Providing Required Response

This C# Isn’t showing the Count Text.
Also, a timer should be working

using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using UnityEngine.SceneManagement;

public class PlayerController : MonoBehaviour {
	private Rigidbody rb;
	private int count;
	public Text countText;
		// Using same speed reference in both, desktop and other devices
		public float speed =1000;

		void Main ()
		{
			// Preventing mobile devices going in to sleep mode 
			//(actual problem if only accelerometer input is used)
			Screen.sleepTimeout = SleepTimeout.NeverSleep;
		}

		void Update()
		{

			if (SystemInfo.deviceType == DeviceType.Desktop) 
			{
				// Exit condition for Desktop devices
				if (Input.GetKey("escape"))
					Application.Quit();
			}
			else
			{
				// Exit condition for mobile devices
				if (Input.GetKeyDown(KeyCode.Escape))
					Application.Quit();            
			}



		}


		void FixedUpdate ()
		{
			if (SystemInfo.deviceType == DeviceType.Desktop) 
			{ 
				// Player movement in desktop devices
				// Definition of force vector X and Y components
				float moveHorizontal = Input.GetAxis("Horizontal");
				float moveVertical = Input.GetAxis("Vertical");
				// Building of force vector
				Vector3 movement = new Vector3 (moveHorizontal,0.0f,moveVertical);
				// Adding force to rigidbody
				rigidbody.AddForce(movement * speed * Time.deltaTime);
			}
			else
			{
				// Player movement in mobile devices
				// Building of force vector 
				Vector3 movement = new Vector3 (Input.acceleration.x, 0.0f, Input.acceleration.y);
				// Adding force to rigidbody
				rigidbody.AddForce(movement * speed * Time.deltaTime);
			}


		}


	}

	void OnTriggerEnter(Collider other)
	{
		if (other.gameObject.CompareTag ("Pick Up"))
		{
			other.gameObject.SetActive (false);
			count = count + 1;
			SetCountText ();
		}
		if (other.gameObject.CompareTag ("Finish")) 
		{
			SceneManager.LoadScene ("You Win!!!");
		}




		float timeLeft = 60.0f;


		timeLeft -= Time.deltaTime;
		if (timeLeft < 0) 
		{
			SceneManager.LoadScene ("Game Over");
		}

	}

	void SetCountText ()
	{
		countText.text = "Items Collected: " + count.ToString ();
		if (count >= 3)
		{
			SceneManager.LoadScene ("Level 2");
		}
	}
}

float timeLeft = 60.0f;
timeLeft -= Time.deltaTime;
if (timeLeft < 0)
{
SceneManager.LoadScene (“Game Over”);
}

This code is inside “OnTriggerEnter” which doesn’t make sense. Move the code into Update() and turn “timeLeft” into a member variable, if it’s inside a method it will get its start value all the time.

Regarding countText, i can’t spot an error. Do you see it at all when you set a text in the editor? Maybe it’s not scaled/positioned correctly.