Having 2 SetCountText don't work?

ok well i have a count that counts all of the cubes i pick up, i tried making a second one for the reason i want to have 2 lists. one does the main cubes and the other dose another set of cube(s)

this is what i have atm

using UnityEngine;
using System.Collections;

public class _PlayerControlls : MonoBehaviour
{
   
    public float speed;
    public GUIText countText;
    public GUIText winText;
    public GUIText restartText;
    public GUIText nextLevel;
    public GUIText timeCount;
    public GUIText bestTime;
    public GUIText winText2;
    public GUIText secretpickup;
    public GUIText countText2;

    public int time;
   
    private int count;
    private int count2;
    private bool restart;
    private bool NextLevel;
    private bool NextLevel2;
   
    void Start ()
    {
        count = 0;
        count2 = 0;
        SetCountText ();
        SetCountText2 ();
        secretpickup.text = "";
        winText.text = "";
        winText2.text = "";
        restart = true;
        NextLevel = false;
        NextLevel2 = false;
        restartText.text = "Falling? press 'R' for restart";
        nextLevel.text = "";

       
    }
   
    void Update ()
    {
        if (restart)
        {
            if (Input.GetKeyDown (KeyCode.R))
            {
                Application.LoadLevel (Application.loadedLevel);
            }
        }
        {
            if (NextLevel)
            {
                if (Input.GetKeyDown (KeyCode.F))
                {
                    Application.LoadLevel ("RollerBall1");
                }
            }
        }
        {
            if (NextLevel2)
            {
                if (Input.GetKeyDown (KeyCode.Q))
                {
                    Application.LoadLevel ("RollerBall3");
                }
            }
        }
    }
   
    void FixedUpdate ()
    {
        float moveHorizontal = Input.GetAxis("Horizontal");
        float moveVertical = Input.GetAxis("Vertical");

        Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical);
       
        rigidbody.AddForce(movement * speed * Time.deltaTime);
    }
   
    void OnTriggerEnter(Collider other)
    {
        if (other.gameObject.tag == "PickUp")
        {
            other.gameObject.SetActive(false);
            count = count + 1;
            SetCountText ();
            audio.Play ();
        }
        if (other.gameObject.tag == "PickUp2")
        {
            other.gameObject.SetActive(false);
            count2 = count2 + 1;
            SetCountText2 ();
            audio.Play ();
        }
    }
   
    void SetCountText ()
    {
        countText.text = "Count: " + count.ToString();
        if (count >= 35)
        {
            winText.text = "YOU WIN THIS ROUND!";
            winText2.text = "Maybe you missed something? Maybe there is a secret somewhere? (ツ)";
            restartText.text = "Press 'R' for Restart";
            restart = true;
            nextLevel.text = "Press 'F' for NextLevel";
            NextLevel = true;
        }
    }

    void SetCountText2 ()
    {
        countText2.text = "Count2: " + count.ToString ();
        if (count2 >= 1)
        {   
            secretpickup.text = "Wow you found a secret. Press 'Q' for secret Level";
            NextLevel2 = true;
        }   
    }

    void UpdateTime ()
    {
        timeCount.text = "time " + Time.deltaTime;
    }
}

iv add void SerCountText2 and all that so i pretty much copied the first one and put 2’s on the end so they dont collide but my problem is i go and pick up a normal cube and it adds up like its meant to but when i pick up my other cube with tag PickUp2 if will add how many normal cubes i have picked up and add it on Counttext2.text

Anyway to have 2 different counts?

was there a reason you quoted me and not put anything in? have i missed something? im still new to this but have a basic understanding of the codes used in the tutorials as thats what im using to add more onto mine

EDIT: nvm i got it, i looked at what you quoted and thought if i add a ‘2’ after count in count.ToString it might work and it did, thanks for that, cause now i can add multi secret cubes :smile: