How can i scale down a 2d sprite via script

I’m working on a little game, the mechanics are not important, but when i jump up and hold down S, my player model will split into a total of 5, giving it the illusion that it’s broken into more characters, as this happens i want all of the clones including the main character to scale their size down. is this possible?
I should also mention i am an amateur programmer, and i’m currently using C#

If needed here is my main character script.

using UnityEngine;
using System.Collections;

public class PlayerControl : MonoBehaviour
{
	[HideInInspector]
	public bool facingRight = true;			// For determining which way the player is currently facing.
	[HideInInspector]

	public float moveForce = 365f;			// Amount of force added to move the player left and right.
	public float maxSpeed = 5f;				// The fastest the player can travel in the x axis.
	public float jumpForce = 1000f;
	public float downForce = -1000f;		// Amount of force added when the player jumps.
	public bool canbreak = false;
	public Rigidbody2D projectile;
	public float maxClones = 5;
	

	void Update()
	{

	}


	void FixedUpdate ()
	{
		// Cache the horizontal input.
		float h = Input.GetAxis("Horizontal");

		// If the player is changing direction (h has a different sign to velocity.x) or hasn't reached maxSpeed yet...
		if(h * rigidbody2D.velocity.x < maxSpeed)
			// ... add a force to the player.
			rigidbody2D.AddForce(Vector2.right * h * moveForce);

		// If the player's horizontal velocity is greater than the maxSpeed...
		if(Mathf.Abs(rigidbody2D.velocity.x) > maxSpeed)
			// ... set the player's velocity to the maxSpeed in the x axis.
			rigidbody2D.velocity = new Vector2(Mathf.Sign(rigidbody2D.velocity.x) * maxSpeed, rigidbody2D.velocity.y);

		// If the input is moving the player right and the player is facing left...
		if(h > 0 && !facingRight)
			// ... flip the player.
			Flip();
		// Otherwise if the input is moving the player left and the player is facing right...
		else if(h < 0 && facingRight)
			// ... flip the player.
			Flip();

		// If the player should jump...
		if(Input.GetKeyDown(KeyCode.Space))
		{
			rigidbody2D.AddForce(new Vector2(0f, jumpForce));
		}
		if(Input.GetKey(KeyCode.S))
		{
			rigidbody2D.AddForce(new Vector2(0f, downForce));
			canbreak = true;
			split ();
			
		}
	}
	
	
	void Flip ()
	{
		// Switch the way the player is labelled as facing.
		facingRight = !facingRight;

		// Multiply the player's x local scale by -1.
		Vector3 theScale = transform.localScale;
		theScale.x *= -1;
		transform.localScale = theScale;
	}
	void Shrink ()
	{
			Vector3 theScale = transform.localScale;
			theScale.x *= 1;
			transform.localScale = theScale;
	}
	void split() 
	{
		if(canbreak == true)
		{
		do 
		{
		Rigidbody2D clone;
		clone = Instantiate(projectile, transform.position, transform.rotation) as Rigidbody2D;
		}while (maxClones < 5.0);
	}
	}
}

you need this I guess. Apply the code for each object which you need to make scale down

desiredScale =0.2f; // your scale factor

transform.localScale = Vector3( desiredScale, desiredScale, desiredScale);

You can modify the object’s localScale.

For example:

float myScale = 0.5f;
clone.transform.localScale = new Vector3(myScale, myScale, myScale);

If you add this code to the loop you instantiate your clones, their scale will be redefined to 0.5f.
Also, there’s no need to Instantiate your clones as Rigidbodies, you could instantiate them as GameObject, like:

GameObject clone = Instantiate(projectile, transform.position, transform.rotation) as GameObject;