Stealth Tutorial Questions - Global Vs Personal Sighting Position

I’ve almost completed the Unity Stealth tutorial, but I’m a little confused at how the global and personal sighting variable are interrelated. I know that if the player is seen while being chased that the personalLastSighting position will be updated to the lastSightingPosition ( and that the alarm will be triggered). However, I can’t connect how it is related to the other enemies converging on the same spot if the lastSightingPosition is indeed updated. What sets the two apart. In other words what makes it so that one is a personal Sighting, and one is a Global Sighting making all the other enemies aware?

 void Chasing ()
    {
        // Create a vector from the enemy to the last sighting of the player.
        Vector3 sightingDeltaPos = enemySight.personalLastSighting - transform.position;
      
        // If the the last personal sighting of the player is not close...
        if(sightingDeltaPos.sqrMagnitude > 4f)
            // ... set the destination for the NavMeshAgent to the last personal sighting of the player.
            nav.destination = enemySight.personalLastSighting; //updated if the player is seen*
      
        // Set the appropriate speed for the NavMeshAgent.
        nav.speed = chaseSpeed;
      
        // If near the last personal sighting...
        if(nav.remainingDistance < nav.stoppingDistance)
        {
            // ... increment the timer.
            chaseTimer += Time.deltaTime;
          
            // If the timer exceeds the wait time...
            if(chaseTimer >= chaseWaitTime)
            {
                // ... reset last global sighting, the last personal sighting and the timer.
                lastPlayerSighting.position = lastPlayerSighting.resetPosition;
                enemySight.personalLastSighting = lastPlayerSighting.resetPosition;
                chaseTimer = 0f;
            }
        }
        else
            // If not near the last sighting personal sighting of the player, reset the timer.
            chaseTimer = 0f;
    }

I think I finally recognize that the position from the script was applied to each gameObject, while a gameObject’s transform position in world space was applied to all of the enemy’s. At least something in those regards.