Level PlayerPrefs wont increase after a game

public class LevelPrefs : MonoBehaviour
{
public Transform playerPrefRef;
public Text textPrefRef;
int lvlTextInt = 1;
bool incrementBool = true;
int i;

private void Start()
{
    incrementBool = true;
    if (playerPrefRef.position.z <= -86 && incrementBool)
    {
        PlayerPrefs.SetInt("Current Int", lvlTextInt += 1);
        incrementBool = false;
        //lvlTextInt++;
    }
}

private void Update() 
{
    textPrefRef.text = PlayerPrefs.GetInt("Current Int", lvlTextInt).ToString();

}

void playerPrefsMeth()
{
    PlayerPrefs.SetInt("Current Int", lvlTextInt);
}

public void resetPrefs()
{
    PlayerPrefs.DeleteKey("Current Int");
}

}
it at first the level of the game is 1 then after it reaches the end the int becomes 2 but afterwards it doesn’t increment at all if you play the game again or keep playing because after you reach the finish line it resets and it starts with 2 now but when it finishes it doesn’t becomes 3 or stack up.

It’s hard to debug without a bit more context but a few clues here are:

As far as I can see, your playerPrefsMeth function never gets called meaning you only ever set that player pref in Start.

Also your Start function is the only thing that increments the levelTextInt and since it always starts at 1, this value will only ever be either 1 or 2. Even if you create new ones, these new ones will initialise the levelTextInt to 1.

I expect you want a function that you call when you complete a level that will be used to increment your levelTextInt:

public void LevelCompleted()
{
    levelTextInt++;
    playerPrefsMeth(); // (to update the player prefs)
}

If you don’t have one already, use an IDE that attaches to Unity so you can use breakpoints, then you can see when/if you hit various parts of your code and what the values being used are.