Move Character in Relative Direction to Camera

Hi guys, im struggling with moving the character in relation to which way the camera is facing.
So what’s happening is the world has a North, East, South and East, (+ & - Z and X) and when I press ‘W’ to move forward the character will always move ‘North’ no matter the rotation of the camera, how do i make it so my character will always go in the direction of the camera when ‘W’ is Pressed?

This is my Movement piece:

    public void moveForward()
    {
        Vector3 temp = _XForm_Parent.position;
        if (isRunning)
        {
            temp.z += movementSpeed * runningSpeed;
        }
        else
        {
            temp.z += movementSpeed;
        }
        _XForm_Parent.position = temp;
    }

And this is my Orbiting piece:

    void LateUpdate()
    {
        if (!CameraDisabled)
        {
            if (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0)
            {
                _LocalRotation.x += Input.GetAxis("Mouse X") * MouseSensitivity;
                _LocalRotation.y -= Input.GetAxis("Mouse Y") * MouseSensitivity;
            }

            _LocalRotation.y = Mathf.Clamp(_LocalRotation.y, 5f, 90f);

            if (CanScroll && Input.GetAxis("Mouse ScrollWheel") != 0f)
            {
                float ScrollAmount = Input.GetAxis("Mouse ScrollWheel") * ScrollSensitivity;

                ScrollAmount *= (_CameraDistance * 0.3f);

                _CameraDistance += ScrollAmount * -1f;
                _CameraDistance = Mathf.Clamp(_CameraDistance, 1.5f, 100f);
            }
        }

        if (Input.GetKey(KeyCode.Mouse3))
        {
            if (Input.GetAxis("Mouse X") != 0 || Input.GetAxis("Mouse Y") != 0)
            {
                _LocalRotation.x += Input.GetAxis("Mouse X") * MouseSensitivity;
                _LocalRotation.y -= Input.GetAxis("Mouse Y") * MouseSensitivity;
            }

            _LocalRotation.y = Mathf.Clamp(_LocalRotation.y, 5f, 90f);

            if (CanScroll && Input.GetAxis("Mouse ScrollWheel") != 0f)
            {
                float ScrollAmount = Input.GetAxis("Mouse ScrollWheel") * ScrollSensitivity;

                ScrollAmount *= (_CameraDistance * 0.3f);

                _CameraDistance += ScrollAmount * -1f;
                _CameraDistance = Mathf.Clamp(_CameraDistance, 1.5f, 100f);
            }
        }

        Quaternion QT = Quaternion.Euler(_LocalRotation.y, _LocalRotation.x, 0);
        _XForm_Parent.rotation = Quaternion.Lerp(_XForm_Parent.rotation, QT, Time.deltaTime * OrbitDampening);
        if (_XForm_Camera.localPosition.z != _CameraDistance * -1f) ;
        {
            _XForm_Camera.localPosition = new Vector3(0f, 0f, Mathf.Lerp(_XForm_Camera.localPosition.z, _CameraDistance * -1f, Time.deltaTime * ScrollDampening));
        }
    }

My main question is how do I always make the character move ‘Forward’ not North, but in relation as to the cameras direction.

I am just taking a guess here. You could take the appropriate rotation angle of the camera and equal it to the rotation of your character or something to that nature.

I found the fix, whilst experimenting earlier, I hadn’t put .parent. in to move the camera pivot not the camera.

I changed this:

         public void moveForward()
         {
             Vector3 temp = _XForm_Parent.position;
             if (isRunning)
             {
                 temp.z += movementSpeed * runningSpeed;
             }
             else
             {
                 temp.z += movementSpeed;
             }
             _XForm_Parent.position = temp;
         }

To this:

    public void moveForward()
    {
        Vector3 temp = _XForm_Parent.position;
        if (isRunning)
        {
            temp += transform.parent.forward * Time.deltaTime * runningSpeed;
            temp.y = 1;
        }
        else
        {
            temp += transform.parent.forward * Time.deltaTime * movementSpeed;
            temp.y = 1;
        }
        _XForm_Parent.position = temp;
    }

and did the same for left right and backward accordingly.