Troubleshooting Circular Object Instantiation

Hello everyone,

I'm creating my first 3D game and virtual reality.
I created a grid with objects that I called tiles, and I would like them to be instantiated in a circular manner, but I ended up instantiating them in the wrong way, and the tile ended up at a different angle. I tried using sine, cosine, and tangent, as well as arc tangent, but without success. I believe my error was in the mathematics. Can someone help me figure it out? I appreciate it.


private List<GameObject> tiles = new List<GameObject>();
public GameObject tile;


private void InitializeGrid() {
    float angle = 120f/gridX;
    float radius = 1.4f;

    for (int i = 0; i < gridX; i++) {
        for (int j = 0; j < gridY; j++) {
            float angleTile = i * angle;
            float axisZ = radius * Mathf.Sin(angleTile * Mathf.Deg2Rad);
            float axisX = radius * Mathf.Cos(angleTile * Mathf.Deg2Rad);
            float axisY = Mathf.Atan2(axisX, axisZ) * Mathf.Rad2Deg;

            temporary = Instantiate(tile, new Vector3(axisX, j * spacing, axisZ), Quaternion.Euler(0f, axisY, 0f)) as GameObject;
   = "tile-" + i.ToString() + "-" + j.ToString();
            temporary.transform.parent = backgroundObject.transform;
            temporary.GetComponent<Letters>().letter.text = "";
            temporary.GetComponent<Letters>().gridX = i;
            temporary.GetComponent<Letters>().gridY = j;

I'm not sure if I chose the best flag and tag to ask about. I haven't found a solution yet.