how could i scale my chunk of voxles

im messing around with the youtuber blackmodulestudios voxel scripts i want to scale the voxel mesh and have the created chunk from the wordgen script scale with the size of the voxel created in the voxelmesh script here are the scripts and a screenshot of what it creates

voxelmesh script:

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public class VoxelMesh
{
	Mesh mesh;
	Material mat;
	List<Vector3> Points;
	List<Vector3> Verts;
	List<int> Tris;
	List<Vector2> UVs;
	public float size = 0.5f;
	public GameObject gameObject;

	public VoxelMesh(Vector3 pos, byte type)
	{
		gameObject = new GameObject();
		gameObject.transform.position = pos;
		Points = new List<Vector3>();
		Points.Add(new Vector3(-size, size,-size));
		Points.Add(new Vector3( size, size,-size));
		Points.Add(new Vector3( size,-size,-size));
		Points.Add(new Vector3(-size,-size,-size));

		Points.Add(new Vector3( size, size, size));
		Points.Add(new Vector3(-size, size, size));
		Points.Add(new Vector3(-size,-size, size));
		Points.Add(new Vector3( size,-size, size));

		Verts = new List<Vector3>();
		Tris = new List<int>();
		UVs = new List<Vector2>();

		CreateMesh(type);
	}

	private void CreateMesh(byte type)
	{
		gameObject.AddComponent("MeshFilter");
		gameObject.AddComponent("MeshRenderer");
		gameObject.AddComponent("MeshCollider");

		switch(type)
		{
			case 0:
				mat = Resources.Load("Materials/Air") as Material;
			break;
			case 1:
				mat = Resources.Load("Materials/Dirt") as Material;
			break;
			case 2:
				mat = Resources.Load("Materials/Stone") as Material;
			break;
			default:
				Debug.LogWarning("Type not available, using default material.");
				mat = Resources.Load("Materials/Default") as Material;
			break;
		}
		if(mat == null)
		{
			Debug.LogError("Material not found!");
			return;
		}

		MeshFilter meshFilter = gameObject.GetComponent<MeshFilter>();
		if(meshFilter == null)
		{
			Debug.LogError("MeshFilter not found!");
			return;
		}

		mesh = meshFilter.sharedMesh;
		if(mesh == null)
		{
			meshFilter.mesh = new Mesh();
			mesh = meshFilter.sharedMesh;
		}

		MeshCollider meshCollider = gameObject.GetComponent<MeshCollider>();
		if(meshCollider == null)
		{
			Debug.LogError("MeshCollider not found!");
			return;
		}

		mesh.Clear();
		UpdateMesh();
	}

	private void UpdateMesh()
	{
		// Front plane
		Verts.Add(Points[0]); Verts.Add(Points[1]); Verts.Add(Points[2]); Verts.Add(Points[3]);
		// Back plane
		Verts.Add(Points[4]); Verts.Add(Points[5]); Verts.Add(Points[6]); Verts.Add(Points[7]);
		// Left plane
		Verts.Add(Points[5]); Verts.Add(Points[0]); Verts.Add(Points[3]); Verts.Add(Points[6]);
		// Right plane
		Verts.Add(Points[1]); Verts.Add(Points[4]); Verts.Add(Points[7]); Verts.Add(Points[2]);
		// Top plane
		Verts.Add(Points[5]); Verts.Add(Points[4]); Verts.Add(Points[1]); Verts.Add(Points[0]);
		// Bottom plane
		Verts.Add(Points[3]); Verts.Add(Points[2]); Verts.Add(Points[7]); Verts.Add(Points[6]);

		// Front Plane
		Tris.Add(0); Tris.Add(1); Tris.Add(2);
		Tris.Add(2); Tris.Add(3); Tris.Add(0);
		// Back Plane
		Tris.Add(4); Tris.Add(5); Tris.Add(6);
		Tris.Add(6); Tris.Add(7); Tris.Add(4);
		// Left Plane
		Tris.Add(8); Tris.Add(9); Tris.Add(10);
		Tris.Add(10); Tris.Add(11); Tris.Add(8);
		// Right Plane
		Tris.Add(12); Tris.Add(13); Tris.Add(14);
		Tris.Add(14); Tris.Add(15); Tris.Add(12);
		// Top Plane
		Tris.Add(16); Tris.Add(17); Tris.Add(18);
		Tris.Add(18); Tris.Add(19); Tris.Add(16);
		// Bottom Plane
		Tris.Add(20); Tris.Add(21); Tris.Add(22);
		Tris.Add(22); Tris.Add(23); Tris.Add(20);

		// Front Plane
		UVs.Add(new Vector2(0,1));
		UVs.Add(new Vector2(1,1));
		UVs.Add(new Vector2(1,0));
		UVs.Add(new Vector2(0,0));
		// Back Plane
		UVs.Add(new Vector2(0,1));
		UVs.Add(new Vector2(1,1));
		UVs.Add(new Vector2(1,0));
		UVs.Add(new Vector2(0,0));
		// Left Plane
		UVs.Add(new Vector2(0,1));
		UVs.Add(new Vector2(1,1));
		UVs.Add(new Vector2(1,0));
		UVs.Add(new Vector2(0,0));
		// Right Plane
		UVs.Add(new Vector2(0,1));
		UVs.Add(new Vector2(1,1));
		UVs.Add(new Vector2(1,0));
		UVs.Add(new Vector2(0,0));
		// Top Plane
		UVs.Add(new Vector2(0,1));
		UVs.Add(new Vector2(1,1));
		UVs.Add(new Vector2(1,0));
		UVs.Add(new Vector2(0,0));
		// Bottom Plane
		UVs.Add(new Vector2(0,1));
		UVs.Add(new Vector2(1,1));
		UVs.Add(new Vector2(1,0));
		UVs.Add(new Vector2(0,0));

		mesh.vertices = Verts.ToArray();
		mesh.triangles = Tris.ToArray();
		mesh.uv = UVs.ToArray();

		Verts.Clear();
		Tris.Clear();
		UVs.Clear();

		MeshCollider meshCollider = gameObject.GetComponent<MeshCollider>();
		mesh.RecalculateNormals();
		mesh.RecalculateBounds();
		RecalculateTangents(mesh);
		meshCollider.sharedMesh = null;
		meshCollider.sharedMesh = mesh;
		gameObject.renderer.material = mat;
		mesh.Optimize();
	}

	private static void RecalculateTangents(Mesh mesh)
	{
		int[] triangles = mesh.triangles;
		Vector3[] vertices = mesh.vertices;
		Vector2[] uv = mesh.uv;
		Vector3[] normals = mesh.normals;

		int triangleCount = triangles.Length;
		int vertexCount = vertices.Length;

		Vector3[] tan1 = new Vector3[vertexCount];
		Vector3[] tan2 = new Vector3[vertexCount];

		Vector4[] tangents = new Vector4[vertexCount];

		for(long a = 0; a < triangleCount; a += 3)
		{
			long i1 = triangles[a];
			long i2 = triangles[a + 1];
			long i3 = triangles[a + 2];

			Vector3 v1 = vertices[i1];
			Vector3 v2 = vertices[i2];
			Vector3 v3 = vertices[i3];

			Vector2 w1 = uv[i1];
			Vector2 w2 = uv[i2];
			Vector2 w3 = uv[i3];

			float x1 = v2.x - v1.x;
			float x2 = v3.x - v1.x;
			float y1 = v2.y - v1.y;
			float y2 = v3.y - v1.y;
			float z1 = v2.z - v1.z;
			float z2 = v3.z - v1.z;

			float s1 = w2.x = w1.x;
			float s2 = w3.x = w1.x;
			float t1 = w2.y = w1.y;
			float t2 = w3.y = w1.y;

			float div = s1 * t2 - s2 * t1;
			float r = div == 0.0f ? 0.0f : 1.0f / div;

			Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
			Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);

			tan1[i1] += sdir;
			tan1[i2] += sdir;
			tan1[i3] += sdir;

			tan2[i1] += tdir;
			tan2[i2] += tdir;
			tan2[i3] += tdir;
		}

		for(long a = 0; a < vertexCount; ++a)
		{
			Vector3 n = normals[a];
			Vector3 t = tan1[a];

			Vector3.OrthoNormalize(ref n, ref t);
			tangents[a].x = t.x;
			tangents[a].y = t.y;
			tangents[a].z = t.z;

			tangents[a].w = (Vector3.Dot(Vector3.Cross(n, t), tan2[a]) < 0.0f) ? -1.0f : 1.0f;
		}

		mesh.tangents = tangents;
	}
}

worldgen script:

using UnityEngine;
using System.Collections;

public class WorldGen : MonoBehaviour
{
	Chunk CHNK;
	public Chunk chunk {
		get {return CHNK;}
		set {CHNK = value;}
	}
	

	void Start()
	{
		chunk = new Chunk();
	}

	void Update()
	{
		chunk.Update();
	}
}

you should also know that worldgen and voxelmesh do not derive from MonoBehaviour and word gen call another script called chunk which i will also provide for reference

chunk script:

using UnityEngine;
using System.Collections;

public class Chunk
{
	int width, height, depth;
	Voxel[,,] VXLS;
	public Voxel[,,] voxels {
		get {return VXLS;}
		set {VXLS = value;}
	}

	public Chunk()
	{
		width = 16;
		height = 16;
		depth = 16;
		voxels = new Voxel[width, height, depth];
		BuildChunk();
	}

	public void Update()
	{
		CheckNeighbors();
	}

	private void BuildChunk()
	{
		for(int i = 0; i < width; i++)
		{
			for(int j = 0; j < height; j++)
			{
				for(int k = 0; k < depth; k++)
				{
					byte type = (byte)Random.Range(0, 3);
					voxels[i,j,k] = new Voxel(new Vector3(i,j,k), type);
				}
			}
		}

		CheckNeighbors();
	}

	private void CheckNeighbors()
	{
		for(int i = 0; i < width; i++)
		{
			for(int j = 0; j < height; j++)
			{
				for(int k = 0; k < depth; k++)
				{
					bool setActive = false;
					// Check Left
					if(i != 0)
					{
						if(voxels[i - 1, j, k].type == 0)
						{
							setActive = true;
						}
					}
					else
					{
						setActive = true;
					}
					// Check Right
					if(i < width - 1)
					{
						if(voxels[i + 1, j, k].type == 0)
						{
							setActive = true;
						}
					}
					else
					{
						setActive = true;
					}
					// Check Bottom
					if(j != 0)
					{
						if(voxels[i, j - 1, k].type == 0)
						{
							setActive = true;
						}
					}
					else
					{
						setActive = true;
					}
					// Check Top
					if(j < height - 1)
					{
						if(voxels[i, j + 1, k].type == 0)
						{
							setActive = true;
						}
					}
					else
					{
						setActive = true;
					}
					// Check Front
					if(k != 0)
					{
						if(voxels[i, j, k - 1].type == 0)
						{
							setActive = true;
						}
					}
					else
					{
						setActive = true;
					}
					// Check Back
					if(k < depth - 1)
					{
						if(voxels[i, j, k + 1].type == 0)
						{
							setActive = true;
						}
					}
					else
					{
						setActive = true;
					}

					if(!setActive || voxels[i,j,k].type == 0)
					{
						voxels[i,j,k].isActive(false);
					}
					else
					{
						voxels[i,j,k].isActive(true);
					}
				}
			}
		}
	}
}

here is the afore mentioned image:

[33857-voxel+unity.png|33857]

i also want to add that the image shows a voxel size reletive to the float size in voxelmesh which in the image is set to 0.5f

just multiply the mesh.vertices size by 10 to make the mesh larger and change the distances between mesh objects by 10.