Rigidbody moves randomly in a child circle

I wanted a rigidbody to move around randomly around its current transform.position (transform.position changes all the time). The rigidbody will start moving randomly after a certain countdown if there is no user input. And I have a circle child to the rigidbody. I want the rigidbody to move around, within the circle.

Using this, how do I implement Random.insideUnitCircle? Or there is other methods?
Thanks in advance.

Here is some code I once used to move an object around the center in 2D:

Edit: Modified code a bit and added comments

public class TargetMove : MonoBehaviour {
	public float targetSpeed = 0.2f; // speed of movement within circle
	public float changeDirectionChance = 0.05f; // how often the target changes move direction
	public float maxTargetDistanceFromCenter = 0.07f; // radius of circle in which the target moves from it's original position
 
	private Vector3 velocity = Vector3.zero; // target's current velocity
	private Vector3 startLoc; // original position - the center of the movement
 
	public void Start() {
		startLoc = transform.position; // set center of movement to original position
	}
 
	public void Update() {
		UpdateTargetVelocity(); // update velocity when needed
		transform.Translate(velocity * Time.deltaTime); // move target according to velocity
	}
 
	// reset movement - start from center of movement
	public void ResetLocaiton() {
		transform.position = startLoc;
		velocity = Vector3.zero;
	}
 
	// update target velocity every once in a while, or when velocity is zero.
	private void UpdateTargetVelocity() {
		if (velocity.magnitude == 0) {
			SetNewRandomVelocity(); // if target has no velocity, set velocity in a completely random direction
		} else {
			// if target already has velocity
			float angle = Vector3.Angle(velocity, GetVectorFromCenterFlat(transform)); // angle between velocity and 

			// change direction in random intervals (if random < changeDirectionChance), or when current velocity is away from center, and the distance from center is over the maximum
			float changeDir = Random.Range(0f, 1f); 
			if (changeDir < changeDirectionChance || (GetVectorFromCenterFlat(transform).magnitude >= maxTargetDistanceFromCenter && angle <= 90)) {			                
				SetNewRandomVelocity(); // randomize new velocity
				
				// if new velocity is away from center, and distance from center is above the maximum, rotate 90 degrees towards the center
				float newAngle = Vector3.Angle(velocity, GetVectorFromCenterFlat(transform));
				if (newAngle <= 90) {
					velocity = Vector3.RotateTowards(velocity, GetVectorFromCenterFlat(transform) * -1, 90 * Mathf.Deg2Rad, 0);
					velocity.z = 0; // in case exactly 180 degrees, rotatetowards is unpredictable and may rotate on the Z axis.
				}
			}
		}
	}
 
	private void SetNewRandomVelocity() {		
		float newAngle = Random.Range(0f, 360f); // randomize angle 0 - 360
		
		// rotate Vector3.up around the Z axis according to the random angle.
		Vector3 newVelocity = Vector3.up;
		Quaternion rotation = Quaternion.AngleAxis(newAngle, Vector3.front);
		newVelocity = rotation * newVelocity;
				
		newVelocity *= targetSpeed; // set velocity magnitued according to speed
		
		velocity = newVelocity; // store new velocity
	}
 
	// get vector pointing from center of movement to current position
	private Vector3 GetVectorFromCenterFlat(Transform transform) {
		return transform.position - startLoc;
	}
}