How to get 2 game objects rotate around another game object in unity c#

How to get 2 game objects rotate around another game object in unity c#,

Using cos and sin method. the 2 game objects are 2 planets that rotate around another game objects.
The 2 planets need to be space out apart so that you can get 4 planets or game objects rotate the middle object.

using UnityEngine;
using System.Collections;

public class Sun : MonoBehaviour {

public GameObject[] planets;
private int array_size = 2;
private Vector3 obj_pos;
public GameObject a_gameobject;
private float x, y, z;
private float t;

private GameSystem gs_script;

private int ring_count = 2;

void Awake() { Debug.Log ("SUN Script: AWAKE"); gs_script = GameObject.Find("GameSystem").GetComponent<GameSystem>(); }
void Start()
{
	Debug.Log ("SUN Script: START");
	array_size = 3;
	planets = new GameObject[array_size];

	for(int i = 0; i < planets.Length; i++)
	{
		obj_pos = gameObject.transform.position;
		//a_gameobject = GameObject.Find("Planet");
		GameObject temp_go = Instantiate (a_gameobject, obj_pos, Quaternion.identity) as GameObject;
		temp_go.transform.position = obj_pos;
		temp_go.gameObject.name = "Planet " + gs_script.planet_count;
		planets *= temp_go;*
  •   	//Debug.Log("Planet " + i);*
    
  •   	//gs_script = GameObject.Find("GameSystem").GetComponent<GameSystem>();*
    
  •   	gs_script.planet_count = gs_script.planet_count + 1;*
    
  •   }*
    
  • }*
  • // Update is called once per frame*
  • void Update () {*
  •   t = t + Time.deltaTime;*
    
  •   //int i = 0;*
    
  •   for(int i =0; i < planets.Length; i++)*
    
  •   {*
    

_ PlanetRotate(planets , i);_
* }*
* }*
* void PlanetRotate(GameObject planet, int i)*
* {*
* Vector3 obj_pos;
_
x = gameObject.transform.position.x;_
_
y = gameObject.transform.position.y;_
_
z = gameObject.transform.position.z;_
_ x = Mathf.Cos (t * 2) + (x);_
_
y = 1;_
_ z = Mathf.Sin (t * 2) + (z);_
//obj_pos = (i, x, y, z);
_
planet.transform.position = new Vector3 (x, y, z);_
//planet.transform.position = obj_pos;
_/ x = gameObject.transform.position.x;
* y = gameObject.transform.position.y;*
* z = gameObject.transform.position.z;*
x = Mathf.Cos (t * 2) + (x);
* y = 1;*
z = Mathf.Sin (t * 2) + (z);
* planet.transform.position = new Vector3 (x, y, z);*
/_
_
}_
_
Vector3 setVerctorPos(int temp, float x, float y, float z)_
_
{_
_
int i = temp;_
_
if (i == 0) // ring 1*_
* {*
_ x = Mathf.Cos (t * 2) + (x);
* y = 1;*
z = Mathf.Sin (t * 2) + (z);
* }*
* if (i == 1) // ring 2*
* {*
x = 2*(Mathf.Cos (t * 2) + (x));
* y = 1;*
z = 2*(Mathf.Sin (t * 2) + (z));
* }*
* if(i == 2) // ring 3*
* {*
x = 3*(Mathf.Cos (t * 2) + (x));
* y = 1;*
z = 3*(Mathf.Sin (t * 2) + (z));
* }*
* Vector3 a_cord = new Vector3 (x, y, z);
return a_cord;
_
}*

}

I kind of figured it out, a sung with 4 planets rotating the sun in 4 quadrents.

if (x0 > 1 || x0 < 1) { x0 += 0.5f; } x0 = Mathf.Cos (t * 2); y0 = 1; z0 = Mathf.Sin (t * 2);
planets[0].transform.position = new Vector3 (x0, y0, z0);

	//float x1, y1, z1;
	if (x1 > 1 || x1 < -1) { x1 += 0.2f; } x1 = -Mathf.Cos (t * 2); y1 = 1; z1 = -Mathf.Sin (t * 2);
	planets[1].transform.position = new Vector3 (x1, y1, z1);

	if (x2 > -0.5f || x2 < -0.5f) { x2 += 0.1f; } x2 = Mathf.Cos(t * 3); y2 = 1; z2 = Mathf.Sin (t * 3);
	planets[2].transform.position = new Vector3 (x2, y2, z2);

	if (x3 > -0.5f || x3 < 0.5f) { x3 += 0.3f; } x3 = -Mathf.Cos(t * 4); y3 = 1; z3 = -Mathf.Sin (t * 4);
	planets[3].transform.position = new Vector3 (x3, y3, z3);

Thanks any way.