Why isnt Time.time working when I switch scenes?

So I have 2 scenes, the main menu, and the game. When I press play on the engine and then play in the menu I can load into the game. The problem is that I am trying to instantiate objects depending on the time that the game started. I load into the game and the enemies are not spawning. Anything helps!
Here is my instantiate script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class JumpSpawn : MonoBehaviour
{
    public Transform[] Spawns;
    public GameObject Enemy;
    private float timetospawn = 0.5f;
    void FixedUpdate()
    {
        if (Time.time == timetospawn)
        {
            spawnenemy();

            timetospawn = timetospawn + 0.5f;
        }
    }
    
    void spawnenemy()
    {
        int randomIndex = Random.Range(0, Spawns.Length);
        for (int i = 0; i < Spawns.Length; i++)
        {
            if (randomIndex == i)
            {
                GameObject clone = Instantiate(Enemy, Spawns*.position, Quaternion.identity);*

}
}
}
}
Ask me if you need anymore details!

Nvm I found a different solution by using WaitForSeconds. Here is the working script:enter code here:using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class SlideSpawner : MonoBehaviour
{
public Transform Spawns;
public GameObject Enemy;
public Rigidbody PRig;
private float timetospawn = 0.5f;
private bool candoagain = true;
void Start()
{
StartCoroutine(Spwn());
}

IEnumerator Spwn()
{
    if (candoagain == true)
    {
        candoagain = false;
        yield return new WaitForSeconds(timetospawn);
        spawnenemy();
        candoagain = true;
    }
}

void spawnenemy()
{
    int randomIndex = Random.Range(0, Spawns.Length);
    for (int i = 0; i < Spawns.Length; i++)
    {
        if (randomIndex == i)
        {
            GameObject Clone = Instantiate(Enemy, Spawns*.position, Quaternion.identity);*

}
}
}
}`