Newbie trying to code a game with horizontal movement

I’m following a tutorial with a vertical and horizontal movement but I just want to add a horizontal movement. Also, The tutorial add camera scripting but I will use cinemachine so I decide to alterate a bit the code and create a new one based on the original.
After some changes this error apeared.

Assets\Scripts\Test.cs(32,22): error CS0029: Cannot implicitly convert type ‘float’ to ‘UnityEngine.Vector3’

I searched for answers in google but, since I’m a newbie, I didn’t understand how to solve the error.
any help, please?

Original code

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

public class PlayerOneMovement : MonoBehaviour
{
    private float horizontalMove;
    private float verticalMove;

    private Vector3 playerInput;

    public CharacterController Player;
    public float PlayerSpeed;
    public float gravity;
    public float fallVelocity;
    public float jumpForce;

    public Camera mainCamera;
    private Vector3 camForward;
    private Vector3 camRight;
    private Vector3 movePlayer;

    // Use this for initialization
    void Start()
    {
        Player = GetComponent<CharacterController>();
    }

    // Funcion movimiento jugador.
    void Update()
    {
        horizontalMove = Input.GetAxis("Horizontal");
        verticalMove = Input.GetAxis("Vertical");

        playerInput = new Vector3(horizontalMove, 0, verticalMove);
        playerInput = Vector3.ClampMagnitude(playerInput, 1);
   
        camDirection();

        movePlayer = playerInput.x * camRight + playerInput.z * camForward;

        movePlayer = movePlayer * PlayerSpeed;
       
        Player.transform.LookAt(Player.transform.position + movePlayer);
      
        SetGravity();

        PlayerSkills();

        Player.Move(movePlayer * Time.deltaTime);

        Debug.Log(Player.velocity.magnitude);
    }

    // Funcion para la camara.
    public void camDirection()
    {
        camForward = mainCamera.transform.forward;
        camRight = mainCamera.transform.right;

        camForward.y = 0;
        camRight.y = 0;

        camForward = camForward.normalized;
        camRight = camRight.normalized;
    }

    // Funcion para habilidades.
    public void PlayerSkills()
    {
        if (Player.isGrounded && Input.GetButtonDown("Jump"))
        {
            fallVelocity = jumpForce;
            movePlayer.y = fallVelocity;
        }
    }

    // Funcion para la gravedad.
    public void SetGravity()
    {
        if (Player.isGrounded)
        {
            fallVelocity = -gravity * Time.deltaTime;
            movePlayer.y = fallVelocity;
        }
        else
        {
            fallVelocity -= gravity * Time.deltaTime;
            movePlayer.y = fallVelocity;
        }
    }
}

My code

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

public class Test : MonoBehaviour
{
    private float horizontalMove;
    public float PlayerSpeed;
    public float gravity;
    public float fallVelocity;
    public float jumpForce;

    public CharacterController Player;

    private Vector3 movePlayer;
    private Vector3 playerInput;

    // Start is called before the first frame update
    void Start()
    {
        Player = GetComponent<CharacterController>();
    }

    // Update is called once per frame
    void Update()
    {
        horizontalMove = Input.GetAxis("Horizontal");

        playerInput = new Vector3(horizontalMove, 0);
        playerInput = Vector3.ClampMagnitude(playerInput, 1);

        movePlayer = playerInput.x;

        movePlayer = movePlayer * PlayerSpeed;
       
        Player.transform.LookAt(Player.transform.position + movePlayer);
      
        SetGravity();

        PlayerSkills();

        Player.Move(movePlayer * Time.deltaTime);

        Debug.Log(Player.velocity.magnitude);
    }
   
    // Habilidades
    public void PlayerSkills()
    {
        if (Player.isGrounded && Input.GetButtonDown("Jump"))
        {
            fallVelocity = jumpForce;
            movePlayer.y = fallVelocity;
        }
    }

    // Gravity
    public void SetGravity()
    {
        if (Player.isGrounded)
        {
            fallVelocity = -gravity * Time.deltaTime;
            movePlayer.y = fallVelocity;
        }
        else
        {
            fallVelocity -= gravity * Time.deltaTime;
            movePlayer.y = fallVelocity;
        }
    }
}

movePlayer is a Vector3. The x component of a playerInput is a float, and C#/Unity does not know how to add them together.

Perhaps you just wanted set the x component of movePlayer? movePlayer.x = playerInput.x; for example.

Thank you so much!!! who would thought it will be that simple?