Radial object spawning like arrow fest game?

Hi,

I am creating a game that kind of requires the mechanic of arrows in the following game arrow fest (- YouTube). I can’t seem to figure out how to do that arrow grouping and circling? I thought of spawning objects around player in circles and I used the following code

void UpdateCircle()
{
    for (int i = 0; i < instantiateList.Count; i++)
    {
        float angle = i * Mathf.PI * 2f / instantiateList.Count;
        Vector3 newPos = new Vector3( Mathf.Cos(angle) * radius , Mathf.Sin(angle) * radius , 0 );
        instantiateList*.transform.localPosition = newPos;*

}
}
But it didn’t work as I wanted and in the video. I wanted to ask if there is a better way to achieve such seamless grouping of objects around the player? Any ideas, tips, resources will be appreciated.

**http://algorithmicbotany.org/papers/abop/abop-ch4.pdf **

using UnityEngine;
public class PhyllotaxisTest : MonoBehaviour
{
    [SerializeField][Min(0)] int _count = 256;
    [SerializeField] float _c = 5.25f;
    [SerializeField] float _radiusScale = 0.0001f;
    [SerializeField] float _gizmoSize = 0.075f;
    void OnDrawGizmos ()
    {
        // reference: http://algorithmicbotany.org/papers/abop/abop-ch4.pdf (page 2)
        for( int n=1 ; n<=_count ; n++ )
        {
            float phi = _c * Mathf.Sqrt(n);
            float r = n * 137.5f * _radiusScale;
            Vector3 point = new Vector3( Mathf.Cos(phi)*r , Mathf.Sin(phi)*r , 0 );
            Gizmos.DrawSphere( point , _gizmoSize );
        }
    }
}

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