for (int j = 0; j < unitsInCircle; j++)
{
var rot = Quaternion.Euler(new Vector3(transform.rotation.x, transform.rotation.y, 0f));
float angRad = j * 2 * Mathf.PI / (float)unitsInCircle;
Vector3 pos =
Vector3.zero;
pos.z = this.transform.position.z;
pos.y = offsetY + radius * Mathf.Cos(angRad ) ;
pos.x = offsetX + radius * Mathf.Sin(angRad ) ;
Gizmos.DrawSphere( rot * pos, 0.1f);
}