Try to stop and record a timer

Once again I’m going for a time trial type setup. I’m trying to figure out how I would stop the time and have it recorded in the next scene of where it stopped. I have this pertaining to when the mini game is active and you’re shooting down the targets.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;

public class Timer : MonoBehaviour
{
public Text timerText;
private float startTime;

// Start is called before the first frame update
void Start()
{
    startTime = Time.time;
}

// Update is called once per frame
void Update()
{
    
    float t = Time.time - startTime;

    string minutes = ((int)t / 60).ToString();
    string seconds = (t % 60).ToString("f2");

    timerText.text = minutes + ":" + seconds;
}

}

Make a singleton that will hold data about your timer.

And make is DontDestroyOnLoad()


Or save the timer in PlayerPrefs when the level is complete and load it after you load a new level