Why does the value I passed from a different script affects the x axis of the game object even though I inserted the value in the z axis

script passing the angle
var acos = Mathf.Acos(dotCosangle);
cosAngle = acos*180/Mathf.PI;
someInt = (int)Mathf.Round(cosAngle);
changeDialAngle.ManipulateAngle(cosAngle);

//second script where the angle is passed to
float GetDial()
    {
        float angleRange = minRotation - maxRotation;
        float rotationNormalized = rotnorm / rotMax;
        return minRotation - rotationNormalized * angleRange;
    }

    public void ManipulateAngle(float newAngle)
    {
        Debug.Log(newAngle);
        rotnorm = newAngle + 0;
        pointerHolder.eulerAngles = new Vector3(0,180, GetDial());
    }
s![175985-save2.jpg|628x636](upload://jV3vhsxxtvWRXsaK1SW37LEfWM7.jpeg)
Notice from the picture the meter changes direction

One of these questions where it is hard to know whats going on without knowing what the full set up for the object is, but a couple of random guesses: Is it possible that you need to use localEulerAngles instead of eulerAngles? is the object’s rotation offset by a parent object? Have you tried flipping the axis around on this line:

         pointerHolder.eulerAngles = new Vector3(0,180, GetDial());
         //maybe try:
         pointerHolder.eulerAngles = new Vector3(GetDial(),180,0);
         //etc