moveDirection = transform.TransformDirection(moveDirection);
moveDirection = (target - transform.position).normalized;
moveDirection.y = 0;
float myDirection = transform.rotation.y;
Vector3 vectorDirection = Quaternion.Euler(0, myDirection, 0) * moveDirection;
//moveDirection = transform.TransformDirection(Vector3.right);
playerMove.MovePlayer(vectorDirection.x, vectorDirection.z);
need to convert direction based on current player rotation
like that:
moveDirection -= transform.rotation.y