Plane to sphere issue

Hi, like many other people I’m currently trying to build a sphere from 6 planes. I built a scene with a cube made out of 6 plane primitives that looks like this:

[58549-cube.png*_|58549]

And using the following code:

using UnityEngine;
using System.Collections;

public class Spherize : MonoBehaviour 
{
	void Start () 
        {
             Mesh mesh = GetComponent<MeshFilter>().mesh;

            Vector3[] vertices = mesh.vertices;

            for (int i = 0; i < vertices.Length; i++ )
            {
                vertices <em>= vertices_.normalized * 5f;_</em>

}

mesh.vertices = vertices;
mesh.RecalculateNormals();
mesh.RecalculateBounds();
* }*
}
The final result, however, isn’t what I expected:
[58551-not-sphere.png|58551]_
Am I missing something? According to most references I found here in Answers my code should work. I’m using Unity 5.2 by the way. Thanks in advance!
_

_*

For the ones wondering the same, there’s a different approach in this answer:

Edit: OK, got it now. It was a local/global coords issue. The final code would be this:

using UnityEngine;
using System.Collections;

public class Spherize : MonoBehaviour 
{
	void Start () 
    {
        Mesh mesh = GetComponent<MeshFilter>().mesh;

        Vector3[] vertices = mesh.vertices;

        for (int i = 0; i < vertices.Length; i++ )
        {
			vertices <em>= transform.InverseTransformPoint(transform.TransformPoint(vertices_).normalized * 5f); // 5f is the radius_</em>

}

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

* void Update ()*
{
* }*
}