Transform data not updating inside a struct during runtime

I had a few transforms inside a struct that I was using for position data. When I went to test it though, it all worked fine but when I moved the transforms nothing happened as if it wasn’t updating. I tried using a class instead but that didn’t work either.

using System;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;


//Or rather a Spline now
public class DrawCurve : MonoBehaviour
{
	public List<Curve> curves = new List<Curve>();

	public int resolution = 80;
	public Material mat;
	private List<Vector3> points = new List<Vector3>();
	private void FixedUpdate()
	{
		for (int i = 0; i < curves.Count; i++)
		{
			Draw(curves[i]);
		}

		LineRenderer lr = gameObject.GetComponent<LineRenderer>();

		lr.startWidth = 0.25f;
		lr.endWidth = 0.25f;
		lr.startColor = Color.white;
		lr.endColor = Color.white;
		lr.material = mat;

		lr.positionCount = resolution;

		lr.SetPositions(points.ToArray());
	}

	private void Draw(Curve curve)
	{
		float t = 0;
		curve.resolution = resolution / curves.Count;
		for (int j = 0; j < curve.resolution; j++)
		{

			//Polynomial (TODO: Implement the matrix multiplication instead because its faster, cleaner and cooler)
			Vector3 point = curve.P0.position +
				t * (-3 * curve.P0.position + 3 * curve.P1.position) +
				Mathf.Pow(t, 2) * (3 * curve.P0.position - 6 * curve.P1.position + 3 * curve.P2.position) +
				Mathf.Pow(t, 3) * (-curve.P0.position + 3 * curve.P1.position - 3 * curve.P2.position + curve.P3.position);

			t += 1f / curve.resolution;


			points.Add(point);
		}
	}
}
[Serializable]
public class Curve
{
	public Transform P0;
	public Transform P1;
	public Transform P2;
	public Transform P3;

	public int resolution;
}

If anyone knows what I’m doing wrong, I’d appreciate the help a lot!
Thanks in advance!