distance between raycast hit and vertex

I am trying to find the distance between a raycast hit point and vertices on a mesh. When I click the mouse button my character sends out a raycast which hits an object, once this happens I put the vertices in the object into a list. Now I want to find the distance between each vertex and the hit.point of the raycast.

Code:

    using UnityEngine;
    using System.Collections;
    
    public class DistanceTest : MonoBehaviour {
    
    	RaycastHit hit;
    	// Use this for initialization
    	void Start () {
    
    	}
    	
    	// Update is called once per frame
    	void Update () {
    		Vector3 fwd = transform.TransformDirection(Vector3.forward);
    		if(Input.GetMouseButtonDown(0)){
    			if (Physics.Raycast(transform.position, fwd, out hit, 100.0F)) {
    				distance();
    			}
    		}
    	}
    
    	void distance(){
    		MeshFilter mf = hit.collider.GetComponent<MeshFilter>();
    		Mesh mesh = mf.mesh;
    		
    		Vector3[] vertices = mesh.vertices;
    		
    		print(vertices.Length);
    		
    		int i = 0;
    		while(i < vertices.Length){
    			print(Vector3.Distance(transform.InverseTransformPoint(vertices*), transform.InverseTransformPoint(hit.point)));*
  •  	i++;*
    
  •  }*
    
  • }*
    }

The vertices would be stored in local space, not world space. You should either use InverseTransformPoint on the hit point but not the vertex, to compare positions in local space; Or use TransformPoint on the vertex but not the hit point to compare positions in world space.