(HELP) Rotate An Object Based Off The Side The Player Is Looking At

So right now I have it so that when the player is looking at an object he can pick up, and the player presses the left-mouse button, he picks that object up. I also want to be able to rotate that object using the scroll wheel, the code for that is here:

if (Input.GetAxis("Mouse ScrollWheel") > 0) {
    transform.Rotate(Vector3.left * 0.5f, Space.Self);
}
if (Input.GetAxis("Mouse ScrollWheel") < 0) {
    transform.Rotate(Vector3.right * 0.5f, Space.Self);
}

the PROBLEM is that I want to be able to rotate that object to the right IN ACCORDANCE TO WHICH SIDE THE PLAYER IS LOOKING AT, and NOT the object’s own space and also NOT in the world space but which side the PLAYER is looking at, so that no matter which side the player looks at the object, the object ALWAYS rotates to the right (or left if the player scrolls the scroll wheel down). A visualization for what I want to do can be found here:

You would probably want to get the player’s looking angle, add 90 degrees and then rotate the object around that axis. Look I even drew an amazing drawing:

You can probably use Transform.RotateAround

The problem with that approach is that if I’m adding 90 degrees to every way I’m looking at an object, I’ll just end up back to square one. And I’ve already tried using transform.rotatearound with putting an empty gameobject inside the object I want to rotate then rotating around that, but for some reason it just rotates around an orbit that’s its size (if that makes sense) the point is, transform.rotatearound is not the answer.