On Trigger Enter just triggers once for same object

So I have two, let’s say, diamonds in a level of my game. And if the player hits an obstacle, the level reloads with scenemanager.loadscene. But the thing is I want to use a UI text to show amount of diamonds and I used a playerprefs to store the value. But apparently the counter only increments for the seperate two diamonds meaning if I take a diamond, hit a wall and take the same diamond, it won’t increase the diamond counter. How can I fix this? Here is my script. Thanks in advance.

    void OnTriggerEnter(Collider info)
    {
        if (info.CompareTag("Diamond"))
        {
            diamondCount++;
            diamondText.text = diamondCount.ToString();
            PlayerPrefs.SetInt("Diamonds", diamondCount);
            Destroy(info.gameObject);
        }
    }

I can’t really give a definitive answer without seeing more code, but I’ll try to point a some directions that might help.

diamondCount looks to be a class variable. When your scene reloads after LoadScene(), this class will be reinitialized, so the value of diamondCount will be set in its declaration, or if you set it via Awake() or Start(). If you don’t set it in any of those places, it will be 0, so when you hit the diamond again, it will increment to 1. I hope this helps.