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)));
 }