Instantiate Bullet Hole position and rotation, Vector3 issues

Essentially, I’m Instantiating a bullet hole texture GameObject on a rayCast hit point, which works fine for floors and objects where the only the Y axis needs to be adjusted (due to clipping).
But this does not work as well for objects like cubes with 4 sides, as one side will have the bullet hole come up fine, but the parallel side will have the texture being 0.01 (float Adjustment) units INSIDE the cube because of my adjustments.
I know what i need to do, I just don’t know how to do it.
Here is the main part of the code:

//Hit texture
Vector3 holeAdjust = new Vector3((hitPoint.x + Adjustment), (hitPoint.y + Adjustment), (hitPoint.z + Adjustment));
Instantiate(bulletHole, holeAdjust, Quaternion.FromToRotation(Vector3.up, hit_Info.normal));

And here’s what it looks like (i shot at all side of the cube)


You’re adding your Adjustment float to all three axes, which will move it in the direction of 1,1,1. You need to move it in the direction of the surface normal.

Vector3 holeAdjust = hitPoint + hit_Info.normal * Adjustment;