Make player move in local direction he is turned.

Hi, I am making a first person shooter, but i am having a little problem:
My Character turns with my camera but when i start moving it still walks to the Space.World directions
not to the local directions. how can i fix this?

This is my movement script:

void Start ()
{
anim = GetComponent();
Rbody = GetComponent();
run = false;
Cursor.lockState = CursorLockMode.Locked;
}

// Update is called once per frame
void Update ()
{
    transform.localEulerAngles = new Vector3(transform.localEulerAngles.x, Camera.main.transform.localEulerAngles.y, transform.localEulerAngles.z);
    

    Physics.gravity = new Vector3(0f, -Gravity * Time.fixedDeltaTime, 0f);
    

    if (Input.GetKeyDown("1"))
    {
        anim.Play("Run", -1,0f);
    }

    if (Input.GetKey(KeyCode.LeftShift)&& inputV > 0.1)
    {
        currentrunspeed = 150f;
        run = true;                        
    }
    else
    {
        run = false;
        currentrunspeed = 80f;      
    }

    inputH = Input.GetAxis("Horizontal");
    inputV = Input.GetAxis("Vertical");

    anim.SetFloat("InputH", inputH);
    anim.SetFloat("InputV", inputV);
    anim.SetBool("Run",run);

   float moveX = inputH * 50f * Time.deltaTime;
   float moveZ = inputV * currentrunspeed * Time.deltaTime;

    
   

Rbody.velocity = new Vector3(moveX,Rbody.velocity.y, moveZ);

   if (Input.GetKeyDown("space") && IsGrounded)
   {
        Rbody.AddForce(Vector3.up * JumpHeight * Time.deltaTime);
        anim.SetBool("Jump", true);
        
   }
   else
    {
        anim.SetBool("Jump", false);
    }

}
public bool IsGrounded;

void OnCollisionStay(Collision collisionInfo)
{
    IsGrounded = true;
}

void OnCollisionExit(Collision collisionInfo)
{
    IsGrounded = false;
}

Transform has a very handy function for that, called Transform.TransformDirection . You can use it do convert your local velocity vector to the correct vector in World Space.

var localVelocity = new Vector3(moveX, Rbody.velocity.y, moveZ);
Rbody.velocity = transform.TransformDirection(localVelocity);