Script doesn't work anymore!

I made a game where you can pick up objects and drop them into a fire, and with a script they got destroyed then, but now it doesn’t work anymore. I just saved it last time (when it worked) and now i started unity and nothing happens anymore when i drop something in the fire! Pls help!

Here’s the script which should destroy the objects:

using UnityEngine;
using UnityEngine.SceneManagement;

public class Dropped : MonoBehaviour
{
public bool isBurning = false;
public float BurnedCount = 0;
public string leveltoload;
public GameObject BurnParticels;

public void onTriggerEnter(Collider other)  
{  
    if (other.CompareTag("Burnable"))
    {
        if (other.attachedRigidbody.isKinematic == false)
        {
            if (BurnedCount == 2)
            {
                SceneManager.LoadSceneAsync(leveltoload);
                Debug.Log("Burned three things");
            }
            else
            {
                isBurning = true;
                BurnedCount = BurnedCount + 1;
                Destroy(other.gameObject);
            }
        }
    }
    if (other.CompareTag("Stone"))
    {
        if (other.attachedRigidbody.isKinematic == false)
        {                
                isBurning = false;                 
                Destroy(other.gameObject);               
        }
    }
}
private void Awake()
{
    DontDestroyOnLoad(gameObject);
}
private void Update()
{
    if (isBurning)
    {
        BurnParticels.SetActive(true);
    }
    else
    {
        BurnParticels.SetActive(false);
    }
}

}

add these lines after the trigger:

 public void onTriggerEnter(Collider other)  
 {  print("my collision is working");
     if (other.CompareTag("Burnable"))
     {print("tags are correct");

if you see both messages in the console then it’s a problem with your script or varibles it acceses.

if you see one message then it’s a problem with your tags.

if you see nothing then its a problem with your colliders/rigidbodys.

Good luck!!!

I solved my problem now by coding a slightly different script and now it’s working