Why can't I save to PlayerPrefs?

In my game I save the players best times through levels in PlayerPrefs. The problem is that it can’t seem to save those floats. It’s probably some stupid error on my part. I saved it using a for loop but it is not working. The value of the 1st value, is always zero what is the problem? here’s my code:

using Serialization;
using System.Runtime.Serialization.Formatters.Binary;
using System.IO;
using System.Collections.Generic;
using System;
using System.Linq;

public class GameWideScript : MonoBehaviour {

	public int ReachedLevel;
	public int thislevel;
	public float thisleveltime;
	public float[] levelTimes;
	public bool paused;
	public int maxlevel;
	float i = 1;

	public void Start(){
		levelTimes = new float[maxlevel + 1];
		DontDestroyOnLoad (this.gameObject);
		if(PlayerPrefs.HasKey("Level " + maxlevel)){
			Debug.Log("restoring data");
			ReachedLevel = PlayerPrefs.GetInt ("reachedlevel");
			foreach(float h in levelTimes)
				h.Equals(PlayerPrefs.GetFloat("Level " + i));

			if(levelTimes[maxlevel] == PlayerPrefs.GetFloat ("Level " + maxlevel)){
				print ("data restoration successful");
				Debug.Log("data restored");

			print("inititating data");
			PlayerPrefs.SetInt ("reachedlevel", ReachedLevel);
			for(int i = 1; i <=  maxlevel; i++)
				if(!PlayerPrefs.HasKey("Level " + i)){
					PlayerPrefs.SetFloat("Level " + i, 0);

		print (ReachedLevel);


	//public int SetVariable
	IEnumerator Wait(float wait) {
		yield return new WaitForSeconds(wait);
		Application.LoadLevel ("GameOverScreen");

	public void GameOver(){
		StartCoroutine (Wait(1f));

	public float[] GetTimes(){
		return levelTimes;
	public void SetTimes(float[] times){
		levelTimes = times;

	public void Save(){
		PlayerPrefs.SetInt ("reachedlevel", ReachedLevel);
		for(int i = 1; i <=  maxlevel; i++)
				PlayerPrefs.SetFloat("Level " + i, levelTimes*);*
  •  }*


  • }*

  • public void Delete(){*

  •  PlayerPrefs.DeleteAll ();*
  •  }*

I don’t know why it’s not working! Thanks for any help guys!

Let’s start with PlayerPrefs.Save();

What was wrong was in my foreach loop, I thought h.Equals would assign it. But, .Equals is not the same as = and so I was not loading it correctly. All in all a problem with loading not saving though.