Why is my movement script not working?

Hello, can anyone tell me what is wrong with my movement script?

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class Movement : MonoBehaviour
{
    public float walkSpeed = 4f;
    public float maxVelocityChange = 10f;

    private Vector2 input;
    private Rigidbody rb;
    // Start is called before the first frame update
    void Start()
    {
        rb = GetComponent<Rigidbody>();
    }

    // Update is called once per frame
    void Update()
    {
        input = new Vector2(Input.GetAxisRaw("Horizontal"), Input.GetAxisRaw("Vertical"));
        input.Normalize();
    }
   
    void fixedUpdate()
    {
        rb.AddForce(CalculateMovement(walkSpeed), ForceMode.VelocityChange);
    }

    Vector3 CalculateMovement(float _speed)
    {
        Vector3 targetVelocity = new Vector3(input.x, 0, input.y);
        targetVelocity = transform.TransformDirection(targetVelocity);

        targetVelocity *= _speed;

        Vector3 velocity = rb.velocity;

        if (input.magnitude > 0.5f)
        {
            Vector3 velocityChange = targetVelocity - velocity;
            velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
            velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
            velocityChange.y = 0;

            return(velocityChange);
        }
        else
        {
            return new Vector3();
        }

    }
}

You misspelled FixedUpdate() for one thing.

If that’s not it then it is… Time to start debugging!

By debugging you can find out exactly what your program is doing so you can fix it.

Use the above techniques to get the information you need in order to reason about what the problem is.

You can also use Debug.Log(...); statements to find out if any of your code is even running. Don’t assume it is.

Once you understand what the problem is, you may begin to reason about a solution to the problem.