Mathf to get point on edge of circle (via radius and angle)

Hi guys, I am trying to create a GUI wheel with power-ups icons and having some trouble. I researched this quite a bit, and what I want it to do is put one gui element an equidistant space from the center of a circle area (thus creating a “power wheel”). However they are appearing unevenly spaced. I checked with some Debugs and it seems like the 360 degree circle is being split evenly according to the number of elements. Can you guys take a look at the code and point probable cause out? Thanks!

Debug.Log(angle);
		rad = Screen.height * .00017f;
		for(int i = 0; i < powerL.Length; i++){
				//Debug.Log(angle);
		  		tweenObject *= (GameObject)Instantiate(Resources.Load("3dText"));*

tweenObject_.transform.name = powerL*;
tweenObject.transform.parent = spawnPoint.transform;
tweenObject.transform.position = new Vector3(.15f,.4f,.01f);*

float X = tweenObject.transform.position.x + rad * Mathf.Cos(angle);
float Y = tweenObject.transform.position.y + rad * Mathf.Sin(angle);_

* Vector3 finalPos = new Vector3(X,Y, 0);*
* //Vector2 finalPos = new Vector3(X,Y, 16.2785f);*

_ iTween.MoveTo(tweenObject*.gameObject,finalPos, .5f);
angle = angle + (360 / powerL.Length);
Debug.Log(angle);
}*_

As BenPod comments, Cos and Sin expect radians. 6.28 radians is 360 degrees. So if you use 45 “degrees”, the computer spins 7 full circles and looks at the remainder, which is essentially random (which way is 12,060 degrees? After subtracting all the 360’s, could be anything.)

To fix, use Mathf.Cos(angle* Mathf.Deg2Rad );. Deg2Rad is just 6.28/360, about 57.