Countdown timer using Time.unscaledDeltaTime not working as expected.

150884-deleteafter.png
As you can see in the image, The number is printing but the value is never decreasing only staying at 4.986…
Simply, I am trying to make a countdown I’ve looked through many other unity answer posts and answers all showing the same/similar format to what I’m doing, I feel I’m simply missing something but can someone help my issue, Thanks (-:

    private void Update()
    {
        if (Input.GetMouseButtonDown(0) && startText.gameObject.active)
        {
            startText.gameObject.SetActive(false);
            startTimer = true;
        }

        float countTime = 5f;
        float timeTarget = 0f;
        countTime -= Time.unscaledDeltaTime;
        if (countTime > timeTarget && startTimer)
        {
            Debug.Log(Time.unscaledDeltaTime);
            counterText.gameObject.SetActive(true);
            counterText.text = countTime.ToString("f1");
        }
        else if (countTime <= 0f)
        {
            Time.timeScale = 1.0f;
            PlayerMove.canJump = true;
            ObjectMove.gameActive = true;
        }
    }

Oh and, The time.timescale is set to “0.0f” in the start void as I don’t want anything to start moving until the user wants them to hence why I’m using time.unscaledDeltaTime :-3

After realising how to have a functioning brain, and taking about 2 hours to realise this is an update function I removed the two floats as, well Obviously they were being set to default value every frame… Well done me for being a bit dumb.