Clamping "X" Position Movement On Platform (Code Inside)

Hello Is it Possible to Clamp “X” axis movement Position on These Codes? Or Can we add something else?
It is just a platform and Player moves on the Z axis.

Void Update()
{  
MoveVector = Vector3.zero;
                //Touch Horizontal difference will be change the _horizontal value;      
                if (Input.touchCount > 0)
                {
                    touch = Input.GetTouch(0);
                    if (touch.phase == TouchPhase.Moved)
                    {
                        Pos = transform.position;
                        MoveVector.x = (Pos.x + touch.deltaPosition.x) * moveSideDelta;
                        if (touch.deltaPosition.x > touchDistanceDeltaToFace || touch.deltaPosition.x < -touchDistanceDeltaToFace)
                        {
                            Vector3 face = controller.velocity;
                            face.y = 0;
                            transform.forward = (Vector3.Lerp(transform.forward, face, Turn_speed));
                        }
                    }
                    if ((touch.phase == TouchPhase.Ended))
                    {
                        transform.forward = Vector3.forward;
                    }
                }                
                MoveVector.x = Mathf.Clamp(MoveVector.x, -3f, 3f);//I think This Clamps The Amount Of Moving Distance to Left and Right at a time.
                MoveVector.z = PlayerSpeed;
                controller.Move(MoveVector * Time.deltaTime);
}

If you want to clamp moving at x position, replace

 MoveVector.x = Mathf.Clamp(MoveVector.x, -3f, 3f);

on

  MoveVector.x = transform.position.x;

Your player will not move at this axis.
If you meaned something else, please write this below.

@unity_BUJQdslYm7EuFQ Thanks For Reply. But i want my character move along X axis but lets say between -1 to 1.