Find Vector3 point exactly between two gameobjects with an offset perpendicular to the line connecting the two gameobjects

I am using a linerenderer (called line) to create a bezier curve between two gameobjects like this (C#):

		float t; 
		Vector3 position;
		for(int ii = 0; ii < 32 /* amount of line segments */; ii++)
		{
			t = ii / (32F - 1F);
			position = (1F - t) * (1F - t) * object1.transform.position 
				+ 2F * (1F - t) * t * Vector3.zero
					+ t * t * object2.transform.position;
			line.SetPosition(ii, position);
		}

Right now, the control point is Vector3.zero. I want the control point to be exactly between the two gameobjects with an offset perpendicular to the line connecting the two gameobjects. A quick sketch included in this question shows what I want to achieve:

When I would try something like this in a 2d setting, I would have used some simple trigonometry, but I’m quite new to 3d graphics and am not sure how to work this out.

The midpoint between 2 vectors is as easy as (vector1 + vector2)/2. Add vector.up (if it needs to be on the y axis) times a certain amount. Hope it helps