public List <GameObject> SetObjects()
    {
        if (amount <= 0 || objectPrefab == null)
        {
            return(new List <GameObject>());
        }
        transform.DestroyChildren(true);
        float x         = 0f;
        float y         = 0f;
        float angle     = 0;
        float angleStep = (360f / amount);
        var   objs      = new List <GameObject>();

        for (int i = 0; i < (amount); i++)
        {
            y = Mathf.Sin(Mathf.Deg2Rad * angle) * width / 2f;
            x = Mathf.Cos(Mathf.Deg2Rad * angle) * height / 2f;

            var pos = new Vector2(x, y);
            var obj = Instantiate(objectPrefab, transform);
            obj.transform.localScale       = objectsScale;
            obj.transform.localPosition    = pos;
            obj.transform.localEulerAngles = new Vector3(0f, 0f, UtilityFunctions.ClampAngle(angle + objectsAngleOffset));

            angle += angleStep;
            objs.Add(obj);
        }
        return(objs);
    }