If-statements doesnt seem to be working.. (CODE IS CORRECT),Why isnt Unity seeing the if-statements?

I made a game where you can run through levels with highscores. And i made one for any level… so the part that isnt working, is the part that saves the highscore to playerprefs… For Level 1 its working but not for the two other ones ;( I compared the level 1 if-statement with the two others and they didnt had anything bad… I dont know whats my fault… Here the if-statement for Level 1:

void OnTriggerExit (Collider player) {
		Scene currentScene = SceneManager.GetActiveScene ();
		string sceneName = currentScene.name;
		float t = Time.time - StartTime;
		string seconds = (t % 60).ToString ("f2");
		TimerText.text = seconds;
		Debug.Log ("Current Scene is: " + sceneName);
	
		if (sceneName == "Level 1" & t < PlayerPrefs.GetFloat ("Record1", 999999) & FINISHTEXT.activeSelf == true) {

				
			PlayerPrefs.SetFloat ("Record1", t);
			Record = PlayerPrefs.GetFloat ("Record1", 999999);
			RecordText.text = PlayerPrefs.GetFloat ("Record1", 999999).ToString ();
			Debug.Log ("LEVEL1 NEW RECORD!");
		}
			
			}

And heres the if-statement for Level 2 and three:

void OnTriggerExit (Collider player) {
		Scene currentScene = SceneManager.GetActiveScene ();
		string sceneName = currentScene.name;
		float t = Time.time - StartTime;
		string seconds = (t % 60).ToString ("f2");
		TimerText.text = seconds;
		Debug.Log ("Current Scene is: " + sceneName);

		if (sceneName == "Level 2" & t < PlayerPrefs.GetFloat ("Record2", 999999) & FINISHTEXT.activeSelf == true) {

			PlayerPrefs.SetFloat ("Record2", t);
			Record = PlayerPrefs.GetFloat ("Record2", 999999);
			RecordText.text = PlayerPrefs.GetFloat ("Record2", 999999).ToString ();
			Debug.Log ("LEVEL2 NEW RECORD!");
		}

	}

Hi, I see that in your if conditions you used & to check if all of your conditions are true. But & is the bitwise “and” operator. In the if coditions you must use && that is the logical “and” operator.

Example:

if (sceneName == "Level 1" && t < PlayerPrefs.GetFloat ("Record1", 999999) && FINISHTEXT.activeSelf == true)