Objects doing different things.

So basically, I have one script that will take in all player tags, I want (based on the cameras location) to change each object differently. This code works, but they don’t work indivdually. If one object changes they all do. So could someone take a look and give me ONLY a hint!?

void Update () 
	{
		
		//Rotate the Camera around the player
		//m_CameraPoint.transform.Rotate(Vector3.up * Time.deltaTime * 50);
		
		for(int i = 0; i < m_PlayerObject.Length; i++)
		{
			//1 Layer(s) into the Parent
			foreach (Transform child in m_PlayerObject[i].GetComponentsInChildren<Transform>())
			{
				if(child.name == "FrontSide")
					m_TempFrontTransform = child;
				if(child.name == "LeftSide")
					m_TempLeftTransform = child;
				if(child.name == "RightSide")
					m_TempRightTransform = child;
				if(child.name == "BackSide")
					m_TempBackTransform = child;
								
				//2 Layer(s) into the Parent
				foreach (Transform childOfChild in child.GetComponentsInChildren<Transform>())
				{
					if(child.name == "Front")
						m_TempFrontSide = childOfChild.gameObject;
					if(child.name == "Left")
						m_TempLeftSide = childOfChild.gameObject;
					if(child.name == "Right")
						m_TempRightSide = childOfChild.gameObject;
					if(child.name == "Back")
						m_TempBackSide = childOfChild.gameObject;
				}
			}
			
			// After grabing all the values we need from the childs, we then check to see what is the closest side
			// Show only the closest side
			handleDirection(m_TempFrontTransform, m_TempLeftTransform, m_TempRightTransform, m_TempBackTransform,
							m_TempFrontSide,	  m_TempLeftSide,	   m_TempRightSide,      m_TempBackSide);
		}
	}
	
	
	void handleDirection(Transform aTransformFront, Transform aTransformLeft, Transform aTransformRight, Transform aTransformBack,
							   GameObject aObjectFront,   GameObject aObjectLeft,   GameObject aObjectRight,   GameObject aObjectBack)
	{
		float _DistanceFront = Vector3.Distance(m_Camera.transform.position, aTransformFront.localPosition);
		float _DistanceLeft  = Vector3.Distance(m_Camera.transform.position, aTransformLeft.localPosition);
		float _DistanceRight = Vector3.Distance(m_Camera.transform.position, aTransformRight.localPosition);
		float _DistanceBack  = Vector3.Distance(m_Camera.transform.position, aTransformBack.localPosition);
		
		//Taking all the sides, and finding the closest side
		float _FinalDistance = Mathf.Min(Mathf.Min (_DistanceFront, _DistanceLeft), Mathf.Min(_DistanceRight, _DistanceBack));
		
		if(_FinalDistance == _DistanceFront)
		{
			aObjectFront.renderer.enabled = true;
			aObjectLeft.renderer.enabled  = false;
			aObjectRight.renderer.enabled = false;
			aObjectBack.renderer.enabled  = false;
		}
		
		if(_FinalDistance == _DistanceLeft)
		{
			aObjectFront.renderer.enabled = false;
			aObjectLeft.renderer.enabled  = true;
			aObjectRight.renderer.enabled = false;
			aObjectBack.renderer.enabled  = false;
		}
		
		if(_FinalDistance == _DistanceRight)
		{
			aObjectFront.renderer.enabled = false;
			aObjectLeft.renderer.enabled  = false;
			aObjectRight.renderer.enabled = true;
			aObjectBack.renderer.enabled  = false;
		}
		
		if(_FinalDistance == _DistanceBack)
		{
			aObjectFront.renderer.enabled = false;
			aObjectLeft.renderer.enabled  = false;
			aObjectRight.renderer.enabled = false;
			aObjectBack.renderer.enabled  = true;
		}
		return;
	}

I fixed it… i was using localposition instead of position