Minimap for Google VR Cardboard

Hello, I have been trying to create a very simple minimap for GoogleVR and having no luck. I need some advice, I learned how to make a normal minimap from Penny De Byl’s awesome tutorials. Her code works well on a UI canvas in Screen Space Overlay, but in VR you can’t use Screen space overlay (not for a minimap). When I switched the Canvas to World Space it still worked fine. The trouble is when I parent it to the main camera, the map icons seem to change their rotational orientation. I suck at trig, but I have a hunch the rotation of the worldspace canvas is effecting the Mathf.Cos & Mathf.Sin but I’m not sure how.
I didn’t want to bother her with yet another question. Here is her code:

void DrawRadarDots(){
	foreach (RadarObject ro in radObects) {
		Vector3 radarPos = (ro.owner.transform.position - playerPos.position);
		float distToObject = Vector3.Distance (playerPos.position, ro.owner.transform.position) * mapScale;
		float deltay = Mathf.Atan2 (radarPos.x, radarPos.z) * Mathf.Rad2Deg - 270 - playerPos.eulerAngles.y;
		radarPos.x = distToObject * Mathf.Cos (deltay * Mathf.Deg2Rad) * -1;
		radarPos.z = distToObject * Mathf.Sin (deltay * Mathf.Deg2Rad);

		ro.icon.transform.SetParent (this.transform);
		ro.icon.transform.position = new Vector3 (radarPos.x, radarPos.z, 0) + this.transform.position;
		}

I was looking this up myself and ran into this I have yet to read the tutorial but thought it would be of some use.
https://somedudes.ch/2017/02/21/how-to-create-a-minimap-for-vr-in-unity/

Just a guess: The map icons are children of the map? If that is the case just store the proper rotation for the map. Every frame, at the end of processing, say, LateUpdate(), set the map rotation back to the right rotation. All of it’s children will follow suit as well.