Make player move with respect to camera.

My player moves with the following code.

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

public class PlayerMovement : MonoBehaviour {

    public static float maxSpeed = 11f;
    public  static float rotSpeed = 130f;
    public int playernumber;
    float shipBoundaryRadius = 0.5f;
    private float minput;

    void Start () {
        minput = Input.GetAxis ("Horizontal" + playernumber);
    }
   
    void Update () {
        minput = 1;
        //Vector3 tragetDirection=new Vector3(minput,0,)

        // ROTATE the ship.

        // Grab our rotation quaternion
        Quaternion rot = transform.rotation;

        // Grab the Z euler angle
        float z = rot.eulerAngles.z;

        // Change the Z angle based on input
        z -= Input.GetAxis("Horizontal"+playernumber) * rotSpeed * Time.deltaTime;

        // Recreate the quaternion
        rot = Quaternion.Euler( 0, 0, z );

        // Feed the quaternion into our rotation
        transform.rotation = rot;

        //MOVE the ship
        Vector3 pos = transform.position;

        Vector3 velocity = new Vector3(0, minput * maxSpeed * Time.deltaTime, 0);

        pos += rot * velocity;
transform.position = pos;

How do I make it move relative to the camera?

Is your question asking: Make player forward equal to camera forward and so forth?
Do you want the rotation to adjust with the camera, too, or just the movement?

If this is helpful, in the meantime, if you have a reference to the transform of your camera, then cam.forward is the camera’s forward direction.

Change Horizontal with respect to player’s rotation.
Rotation to adjust with the camera.
Player moves forward automatically.

Well either set your rotation to match the camera or just part of the camera’s rotation (if you don’t want to account for every axis).
Then, you can use local directions like ‘transform.up’ and ‘transform.right’ to move , which take into account your rotation.