PlayerPref not saving ?

I want my object to delete if it has already been picked up the next time the game starts.
Am i doing this right ?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class KeySave : MonoBehaviour {

    public int got;

        public void awake (){
       
        got = PlayerPrefs.GetInt ("Key");
        if (PlayerPrefs.GetInt ("Key") == 1)
            Object.Destroy (gameObject);
            }

    public void OnTriggerEnter2D(Collider2D other){
       
        if (other.tag == "Player") {
            PlayerPrefs.SetInt("key", 1);
            PlayerPrefs.Save ();
        }
    }
}
public void Awake (){

C# is case-sensitive.

@ answer will probably fix your problem, but you might also want to add a default value of 0 when you are getting the key:

got = PlayerPrefs.GetInt ("Key", 0);

If we’re digging deeper, than the

if (PlayerPrefs.GetInt ("Key") == 1)

also should be

if (got == 1)

There’s also a method to check if the key exists already, which is PlayerPref.HasKey(…).

I have solved it. The first k in Key was in capitals.
Thank you for the help.