Rotate an object relative to a random direction

Hey, I am making an asteroids like game and I wanted to make a random direction for the player moves, that part was simples, but I wanted to make the rotation of the object be in the direction that was generated, but for some reason I can’t make it, I tried to using a “Quaternion.LookDirection”, but the player rotates in the Y axis, but I wanted to just rotate in the X and Z, I also tried to make a “new Quaternion(randomDirectionX, 0, randomDirectionY, 0)” but also didn’t work. The code is right below.

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

public class Enemy : MonoBehaviour
{
    public int enemyType;
    public float speed;
    

    private float randomDirectionX;
    private float randomDirectionY;
    private float xMovement = 1.0f;
    private float yMovement = 1.0f;
    private Vector2 randomDirection;
    private GameManager gameManager;

    // Start is called before the first frame update
    void Start()
    {
        gameManager = GameObject.Find("GameManager").GetComponent<GameManager>();   
        HandleRandomMovementAndRotation();
    }

    // Update is called once per frame
    void Update()
    {
        CheckEnemyType();
    }

    void CheckEnemyType()
    {
        switch(enemyType)
        {
            case 1:
                RaiderEnemy();
                break;
            case 2:
                HunterEnemy();
                break;
            case 3:
                BruteEnemy();
                break;
        }
    }

    void RaiderEnemy()
    {
        if(gameManager.isGameActive == true)
        {
            transform.Translate(randomDirection * speed * Time.deltaTime);;
        }
    }

    void HunterEnemy()
    {
        if(gameManager.isGameActive == true)
        {
            Debug.Log("Hunter");
        }
    }

    void BruteEnemy()
    {
        if(gameManager.isGameActive == true)
        {
            Debug.Log("Brute");
        }
    }

    void HandleRandomMovementAndRotation()
    {
        randomDirectionX = Random.Range(-xMovement, xMovement);
        randomDirectionY = Random.Range(-yMovement, yMovement);
        randomDirection = new Vector2(randomDirectionX, randomDirectionY).normalized;

        transform.rotation = Quaternion.LookRotation(randomDirection);
    }
}

I got it, I just put the “Space.World” in the translate method and instead of using the “transform.rotation”, I used “transform.right” and worked