How to move player along its X axis .

So Im making A FPS game from scratch in unity , I got my player to look around but I cant get the moving part .

using UnityEngine;
using System.Collections;

public class PlayerController : MonoBehaviour {
//Variables
public float mousesens = 3f;
public float keyboarsens = 5f;
public float Xm;
public float Ym;
public float Xr;
Vector3 Movex;
Vector3 Movey;
Vector3 MouseLook;

// Use this for initialization
void Start () {

}

// Update is called once per frame
void Update () {

	Ym = Input.GetAxisRaw ("Vertical");
	Xm = Input.GetAxisRaw ("Horizontal");
	Xr = Input.GetAxisRaw ("Mouse X");

	Movex = new Vector3 (keyboarsens * Xm * Time.deltaTime, 0, 0)  ;

	Movey = new Vector3 (0, 0, keyboarsens * Ym * Time.deltaTime) ;

	transform.Rotate (0,Xr * mousesens,  0);

	transform.localPosition += Movex + Movey ;


}

}

this is my code and player moves along world x ,y ,z axis but not on its own axis I tried using transform.translate but its the same is there any way to move it along its axis ?

try using transform.position instead of transform.localPosition

@CrazyLule:
Use transform.TransformDirection(Vector3 direction) and it will transform the direction you’re facing from local space into world space:

void Update () {
		Ym = Input.GetAxisRaw ("Vertical");
		Xm = Input.GetAxisRaw ("Horizontal");
		Xr = Input.GetAxisRaw ("Mouse X");
		Movex = new Vector3 (keyboarsens * Xm * Time.deltaTime, 0, 0)  ;
		Movey = new Vector3 (0, 0, keyboarsens * Ym * Time.deltaTime) ;
		Vector3 movement = Movex+Movey;

		//following line lets him walk into the direction he's facing
		movement = transform.TransformDirection (movement);

		transform.Rotate(0,Xr * mousesens,  0);
		transform.position += movement ;

	}

If your script is attached to the player, get the transform.forward , transform.right and tranform.up vectors. These vectors are the local forward, local right and local up directions of the object.

     Ym = Input.GetAxisRaw ("Vertical");
     Xm = Input.GetAxisRaw ("Horizontal");
     // Here, you are getting the players forward direction and multiplying it by the speed and the Xm, which is 0 if you're not pressing anything (so the player wouldn't move on that axis)
     Movex = tranform.right * Xm * keyboardsens * Time.deltaTime ;
     // Same thing happens here. If you want the player to move upwards (e.g. you're making a 2d game), use transform.up here.
     Movey = tranform.forward * Ym * keyboardsens * Time.deltaTime ;
     transform.Rotate (0,Xr * mousesens,  0);
     transform.localPosition += Movex + Movey ;

I could put up some visuals, if you need to understand this all a bit better.