Camera controls with mouse not working

extends CharacterBody3D

const SPEED = 5.0
const JUMP_VELOCITY = 4.5
@onready var neck := $Neck
@onready var camera := $Neck/Camera3D

func _unhandled_input(event: InputEvent) → void:
if event is InputEventMouseButton:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
elif event.is_action_pressed(“ui_cancel”):
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
if event is InputEventMouseMotion:
neck.rotate_y(-event.realitve.x * 0.01)
camera.rotate_x(-event.realitve.y * 0.01)
camera.rotation.x = clamp(camera.rotation.x, deg_to_rad(-30), deg_to_rad(60))

func _physics_process(delta: float) → void:
# Add the gravity.

if not is_on_floor():
	velocity += get_gravity() * delta

# Handle jump.
if Input.is_action_just_pressed("ui_accept") and is_on_floor():
	velocity.y = JUMP_VELOCITY

# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir := Input.get_vector("Move_left", "Move_right", "Move_forward", "Move_back")
var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
	velocity.x = direction.x * SPEED
	velocity.z = direction.z * SPEED
else:
	velocity.x = move_toward(velocity.x, 0, SPEED)
	velocity.z = move_toward(velocity.z, 0, SPEED)

move_and_slide()