How to make object follow line vectors

I’m using the below code to create a line which shows an objects intended path of travel. It works really well, but I can’t for the life of me figure out how to use the vectors created to have an abject follow that path at a set speed. Would really appreciate someone pointing me in the right direction.

void DrawQuadraticBezierCurve(Vector3 point0, Vector3 point1, Vector3 point2)
    {
        lr.positionCount = 200;
        float t = 0f;
        B = new Vector3(0, 0, 0);
        for (int i = 0; i < lr.positionCount; i++)
        {
            B = (1 - t) * (1 - t) * point0 + 2 * (1 - t) * t * point1 + t * t * point2;
            lr.SetPosition(i, B);
            t += (1 / (float)lr.positionCount);
        }
    }

Really dirty attempt to do it. Stored the points on a Vector3 array and used a simple logic on Update to switch between each vector, passing its position to the gameobject transform.position. There should be a better way of doing this, this is just a simple test that could give you a clue to come up with a better answer.


public float stepDuration = 0.01f;
public bool isActive;
private Vector3 B;
private Vector3[] BPoints;
private int index;
private float t;

private void Update()
{
    if (isActive)
    {
        t += Time.deltaTime;
        if (t / stepDuration >= 1)
        {
            index++;
            t = 0.0f;
        }
        if (index <= BPoints.Length - 1)
        {
            Vector3 targetPosition = new Vector3(BPoints[index].x, transform.position.y, BPoints[index].z);
            transform.position = targetPosition;
        }
    }
}

void DrawQuadraticBezierCurve(Vector3 point0, Vector3 point1, Vector3 point2)
{
    BPoints = new Vector3[200];
    lr.positionCount = 200;
    float t = 0f;
    B = new Vector3(0, 0, 0);
    for (int i = 0; i < lr.positionCount; i++)
    {
        t += (1 / (float)lr.positionCount);
        B = (1 - t) * (1 - t) * point0 + 2 * (1 - t) * t * point1 + t * t * point2;
        lr.SetPosition(i, B);
        BPoints *= B;*

}
}