How to shrink the object from this?

var radius = 1.0;
var pull = 10.0;
private var unappliedMesh : MeshFilter;

enum FallOff { Gauss, Linear, Needle }
var fallOff = FallOff.Gauss;

static function LinearFalloff (distance : float , inRadius : float) {
      return Mathf.Clamp01(1.0 - distance / inRadius);
}

static function GaussFalloff (distance : float , inRadius : float) {
      return Mathf.Clamp01 (Mathf.Pow (360.0, -Mathf.Pow (distance / inRadius, 2.5) - 0.01));
}

function NeedleFalloff (dist : float, inRadius : float)
{
 return -(dist*dist) / (inRadius * inRadius) + 1.0;
}

function DeformMesh (mesh : Mesh, position : Vector3, power : float, inRadius : float)
{
 var vertices = mesh.vertices;    //vector3
 var normals = mesh.normals;       //vector3
 var sqrRadius = inRadius * inRadius;  //float
 
 // Calculate averaged normal of all surrounding vertices
 var averageNormal = Vector3.zero;
 for (var i=0;i sqrRadius)
 continue;

 var distance = Mathf.Sqrt(sqrMagnitude);
 var falloff = LinearFalloff(distance, inRadius);
 averageNormal += falloff * normals*;*

}
averageNormal = averageNormal.normalized;

// Deform vertices along averaged normal
for (i=0;i sqrRadius)
continue;

distance = Mathf.Sqrt(sqrMagnitude);
switch (fallOff)
{
case FallOff.Gauss:
falloff = GaussFalloff(distance, inRadius);
break;
case FallOff.Needle:
falloff = NeedleFalloff(distance, inRadius);
break;
default:
falloff = LinearFalloff(distance, inRadius);
break;
}

vertices += averageNormal * falloff * power;
}

mesh.vertices = vertices;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
}

function Update () {

// When no button is pressed we update the mesh collider
if (!Input.GetMouseButton (0))
{
// Apply collision mesh when we let go of button
ApplyMeshCollider();
return;
}

// Did we hit the surface?
var hit : RaycastHit;
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast (ray, hit))
{
var filter : MeshFilter = hit.collider.GetComponent(MeshFilter);
if (filter)
{
// Don’t update mesh collider every frame since physX
// does some heavy processing to optimize the collision mesh.
// So this is not fast enough for real time updating every frame
if (filter != unappliedMesh)
{
ApplyMeshCollider();
unappliedMesh = filter;
}

// Deform mesh
var relativePoint = filter.transform.InverseTransformPoint(hit.point);
DeformMesh(filter.mesh, relativePoint, pull * Time.deltaTime, radius);
}
}
}

function ApplyMeshCollider () {
if (unappliedMesh && unappliedMesh.GetComponent(MeshCollider)) {
unappliedMesh.GetComponent(MeshCollider).mesh = unappliedMesh.mesh;
}
unappliedMesh = null;
}
this is the code for extracting the mesh. But i want the mesh shrink i dont know how to do that please help me to do?

do you want to know how to get better at programming? you need to do it yourself and figure it out thats how you learn… did you make this or did you pull it off the internet? you need to make it so you understand what everything means.