How to assign different values to multiple instance of the same prefab?

Hello! I’m instantiating prefabs depending on list count. Then im assigning values to the children of the prefab. But i think im missing a loop or something, because if the list count is 2, prefabs are 2 but the values are identical, they shouldn’t. my script is like :

for (int i = 0; i < analysisFull.list.Count; i++)
{
    GameObject newLog = Instantiate(DailyLogPrefab, new Vector3(0, 0, 0), Quaternion.identity);
    newLog.transform.SetParent(LogViewContent);
    newLog.transform.localScale = Vector3.one;

    foreach (var item in analysisFull.list)
    {
        string circle = item.result.circle;
        string name= item.result.name;
        newLog.transform.GetChild(1).GetChild(0).GetChild(0).GetChild(0).GetComponentInChildren<TMP_Text>().text = circle;

        newLog.transform.GetChild(1).GetChild(0).GetChild(0).GetChild(1).GetComponentInChildren<TMP_Text>().text = name;
    }

  MoreInfoButtons.Add(newLog.transform.GetChild(2).GetComponent<Button>());

  for (int j = 0; j < MoreInfoButtons.Count; j++)
  {
           MoreInfoButtons*.GetComponent<Button>().onClick.AddListener(() => OpenProductPage(j));*

}
}
The analysisFull.list has a hierarchy like:
Analysis Full
- List
- Size : 2
- some id
- email
- date
- results (0)
- circle
- name
- some id
- email
- date
- results(1)
- circle
- name

So for each prefab instantiated, the values are according to that “result”. Right now I’m getting the latest result(1) value instead of both.

Okay. Nvm. Shouldn’t put it in a foreach loop. lol. noob