Can't convert PlayerPrefs to textmesh?

So I have a script that works perfectly, except for the high score. While I triple checked the code, and made sure the right textmesh was assigned in the inspector, I can’t seem to find out why it doesn’t show the high score in the game. Here is the script, any help would be greatly appreciated, thanks

private var m_TimerResetOffset = 0;
private var hit : RaycastHit;
private var ray : Ray;//ray we create when we touch the screen
var nextFireTime : float;
var bulletHole : GameObject;
var score = 0;
var textMesh : TextMesh;
var textMesh1 : TextMesh;
var newhighscore : TextMesh;
var textMesh10 : GameObject;
var words : GameObject;
var endTime : float;
var perfectlight : GameObject; 
var firelight : GameObject; 
var flare : GameObject; 
var gun : GameObject; 
var lineRenderer : LineRenderer;
var c1 : Color = Color.red;
var c2 : Color = Color.white;
var fifteensecondsleft : GameObject;
var onesecondsleft : GameObject;
var targets : GameObject;
var reset : GameObject;
function Start () {
  newhighscore.text = "High Score: " + PlayerPrefs.GetInt("High Score").ToString();
Screen.showCursor = false;
    endTime = Time.time + 61;
     lineRenderer = gameObject.AddComponent(LineRenderer);
     lineRenderer.material = new Material (Shader.Find("Particles/Additive"));
     lineRenderer.SetColors(c1, c2);
     lineRenderer.SetWidth(0.2,0.2);
     lineRenderer.SetVertexCount(2);
}
  function Update () {
        var guiTime = Time.time - m_TimerResetOffset;
  var timeLeft : int = endTime - guiTime;         
    if (timeLeft < 1){ 
         if(score > PlayerPrefs.GetInt("High Score")){
     PlayerPrefs.SetInt("High Score", score);
         textMesh1.text = "New High Score!"; 
         // Invoke("changehighscoretext", .7);
          }
    //Game over stuff
    targets.gameObject.active = false;
    reset.gameObject.active = true;
    }
         if (timeLeft == 15){ 
    fifteensecondsleft.audio.Play();
    }
        if (timeLeft == 3.334){ 
    onesecondsleft.audio.Play();
    }
    var fingerCount = 0;
        for (var touch : Touch in Input.touches) {
            if (touch.phase != TouchPhase.Ended  touch.phase != TouchPhase.Canceled)
                fingerCount++;
        }
        if (fingerCount > 0){
            print ("User has " + fingerCount + " finger(s) touching the screen");
    }
          var origin = transform.position;
  lineRenderer.SetPosition(0, origin);
      textMesh1.text = "Time: " + timeLeft.ToString();
  textMesh.text = "Score: " + score;
    if(iPhoneInput.touchCount == 1  Time.time >= nextFireTime  fingerCount < 1) {
    firelight.gameObject.active = true;
   // flare.gameObject.active = false;
    if (firelight.gameObject.active == true){
    Invoke ("off", .3);
    }
        ray = Camera.main.ScreenPointToRay(iPhoneInput.touches[0].position);
        Debug.DrawLine(ray.origin,ray.direction * 10);
        if(Physics.Raycast(ray.origin, ray.direction * 10,hit)){
                var hitRotation = Quaternion.FromToRotation(Vector3.up, hit.normal);
            Debug.Log(hit.transform.name);//Object you touched
                nextFireTime = Time.time + .3887;
                lineRenderer.SetPosition(1, hit.point);
                
                            Instantiate(bulletHole, hit.point, hitRotation);
  //gun.transform.rotation = Quaternion.Slerp (transform.rotation, Quaternion.LookRotation(hit.point), 5 * Time.deltaTime);
               if(hit.collider.gameObject.name == "med perfect") {		
           score += 7;
        }
               if(hit.collider.gameObject.name == "med big") {		
           score += 3;
        }
                       if(hit.collider.gameObject.name == "med med") {		
           score += 5;
        }
                 if(hit.collider.gameObject.name == "big perfect") {		
           score += 5;
        }
               if(hit.collider.gameObject.name == "big big") {		
           score += 1;
        }
                       if(hit.collider.gameObject.name == "big med") {		
           score += 3;
        }
                 if(hit.collider.gameObject.name == "small perfect") {		
           score += 15;
           perfectlight.gameObject.active = true;
           Invoke ("off", .6);
           Handheld.Vibrate ();
        }
               if(hit.collider.gameObject.name == "small big") {		
           score += 5;
        }
                       if(hit.collider.gameObject.name == "small med") {		
           score += 7;
        }
                               if(hit.collider.gameObject.name == "reset") {		
           Application.LoadLevel("1");
        }
        }
    }
}

function off () {
perfectlight.gameObject.active = false;
firelight.gameObject.active = false;
flare.gameObject.active = true;
}

  function changehighscoretext (){
       newhighscore.text = "High Score: " + PlayerPrefs.GetInt("High Score").ToString();
     }

And here is a quick screenshot, thanks again:

Sorry, anyone?

Do you see text if you write directly in the text mesh component?
Which text mesh does not work?
What do you get if you print PlayerPrefs.GetInt(“High Score”).ToString() to console?

Also your line which is invoking changehighscoretext is commented in Update.

Thanks, fixed it completely.

Sorry for the late response,

Thanks, fixed it completely.

Sorry for the late response,