public Vector3 GetCurveVelocity(float t) { // we substract the transform.position such that we only get the slope instead of a Vector3 relative in World's coordinates return(transform.TransformPoint(QuadBezierCurve.GetPointRateOfChange(controlPoints[0], controlPoints[1], controlPoints[2], t)) - transform.position); }
public Vector3 GetPoint(float t) { return(transform.TransformPoint(QuadBezierCurve.GetPoint(controlPoints[0], controlPoints[1], controlPoints[2], t))); }