How to make a gameObject Transform Position move in a circle while making its Transform Position move forward?

I’m looking to adjust the Transform Position not the Transform Rotation. Thank You for your help.

You could use two different pieces of code to manipulate the two movements. The movement doesn’t need to be controlled from one central location. Something like the following:
GameObject g;

	void Start()
	{
		StartCoroutine(MoveCircularly());
		StartCoroutine(MoveForward());
	}

	IEnumerator MoveForward()
	{
		while ( condition )
		{
			g.transform.Translate(Vector2.right);
			yield return new WaitForEndOfFrame();
		}
	}

	IEnumerator MoveCircularly()
	{
		while ( condition )
		{
			//move in a circle
			yield return new WaitForEndOfFrame();
		}
	}

It was very close, it moved in a circle but didn’t also move straight. at some points it would shake violently. And how do I post more Code on the reply, I’m new to this. Thank you.

public float rotateSpeed = 1.0f;
public float radius = 9.0f;
public float _angle;

public bool begin = true;

void Start(){
StartCoroutine(MoveCircularly());
StartCoroutine(MoveForward());
}

IEnumerator MoveForward()
{
while (begin)
{
transform.Translate(Vector2.right);
yield return new WaitForEndOfFrame();
}
}

IEnumerator MoveCircularly()
{
    while (begin)
    {
        //move in a circle

        _angle += rotateSpeed * Time.deltaTime;
        var offset = new Vector2(Mathf.Sin(_angle), Mathf.Cos(_angle)) * radius;
        transform.position = offset;
        yield return new WaitForEndOfFrame();
    }
}

// I’m using Unity2D =)

 // I'm trying to move the Transform.Position in a circle pattern and also move it forward.
 // I'm not trying to move transform.rotation at all just the transform.position.

 // This one moves in a circle pattern but unfortunately shakes violently which I don't want.
 // Also it does not move forward which I do want it to do.

 // Most importantly, I don't want it to immediately move on Start. I want it to move after something is true. When I put it on FixedUpdate it moved too quickly.

 // Thank you for any help! =)

     void Start()
     {
         StartCoroutine(MoveCircularly());
         StartCoroutine(MoveForward());
     }

     IEnumerator MoveForward()
     {
         while ( condition )
         {
             g.transform.Translate(Vector2.right);
             yield return new WaitForEndOfFrame();
         }
     }

     IEnumerator MoveCircularly()
     {
         while ( condition )
         {
             //move in a circle
             yield return new WaitForEndOfFrame();
         }
     }