The Icarus - How does the sonar work?

Some people where wondering how I did the visuals in my game, and oh boy, let me tell, I wasn't smart about it.
The playerobject and what is visible to the player are at entirely different locations. I didn't want to deal with disabling mesh renderers and excluding stuff from being rendered, so I solved that by just moving the camera far enough away with a very short clipping distance. Of course just excluding some layers from being rendered by the camera would have been a far easier and smarter solution. Because of my setup I had to recalculate a lot of stuff at the cameras position to make is visible, overcomplicating a lot of how the visuals work and ddditionally it made a lot of stuff to add impossible.
For example, I wanted to add more functionality to the flare: When using the flare I wanted to send out one "spherical sonar beat", giving an actual three dimensional look of the environment for one beat to make navigation easier. But with my convoluted system there was just no easy way to add that.
Here is a gif of how the game looks in the editor, with a view of the actual player object and what the camera sees.
Here is the gif as a video in higher resolution
If you have any question about my game and its systems feel free to ask!