Placing Object Problem!

Hello all,
I tried to make a house crafting system but I got a problem.
When the rotation in “Y” pos = 0 it works, if the rotation is different then 0 its not working!
Here when it works: Screenshot by Lightshot
Here when it’s not working: Screenshot by Lightshot
When the rotation is different then 0 it’s not working!
Here the code:

            Ray ray = Camera.main.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0.0f));
            RaycastHit hit;

            if (Physics.Raycast(ray, out hit, 500.0f,HouseItem))
            {
                Vector3 MyNormal = hit.normal;//hits the first point normal that is colliding.

                Debug.Log(hit.transform.gameObject.name);
               
                MyNormal = hit.transform.TransformDirection(MyNormal);//Transforms direction x, y, z from local space to world space.
               
                if(MyNormal == hit.transform.forward)// if the direction == forward - spawning a block in pos "Z" + 1.0f, Istantiate = spawning something.
                {
                    PlacingObject.transform.position = new Vector3(hit.transform.position.x, hit.transform.position.y, hit.transform.position.z + 10.0f);
                    PlacingObject.transform.eulerAngles = new Vector3(hit.transform.eulerAngles.x, hit.transform.eulerAngles.y, hit.transform.eulerAngles.z);
                }
                else if(MyNormal == -hit.transform.forward)
                {
                    PlacingObject.transform.position = new Vector3(hit.transform.position.x, hit.transform.position.y, hit.transform.position.z - 10.0f);
                    PlacingObject.transform.eulerAngles = new Vector3(hit.transform.eulerAngles.x, hit.transform.eulerAngles.y, hit.transform.eulerAngles.z);
                }
                /*else if(MyNormal == hit.transform.up)
                {
                    PlacingObject.transform.position = new Vector3(hit.transform.position.x, hit.transform.position.y + 10.0f, hit.transform.position.z);
                    PlacingObject.transform.eulerAngles = new Vector3(hit.transform.eulerAngles.x, hit.transform.eulerAngles.y, hit.transform.eulerAngles.z);
                }
                else if(MyNormal == -hit.transform.up)
                {
                    PlacingObject.transform.position = new Vector3(hit.transform.position.x, hit.transform.position.y - 10.0f, hit.transform.position.z);
                    PlacingObject.transform.eulerAngles = new Vector3(hit.transform.eulerAngles.x, hit.transform.eulerAngles.y, hit.transform.eulerAngles.z);
                }*/
                else if(MyNormal == hit.transform.right)
                {
                    PlacingObject.transform.position = new Vector3(hit.transform.position.x + 10.0f, hit.transform.position.y, hit.transform.position.z);
                    PlacingObject.transform.eulerAngles = new Vector3(hit.transform.eulerAngles.x, hit.transform.eulerAngles.y, hit.transform.eulerAngles.z);
                }
                else if(MyNormal == -hit.transform.right)
                {
                    PlacingObject.transform.position = new Vector3(hit.transform.position.x - 10.0f, hit.transform.position.y, hit.transform.position.z);
                    PlacingObject.transform.eulerAngles = new Vector3(hit.transform.eulerAngles.x, hit.transform.eulerAngles.y, hit.transform.eulerAngles.z);
                }
            }

Thanks for help!

I believe the origin of the model is not at the correct location in the center of the model. Therefore when you are rotating object it is not rotating at the center so it is causing the expected positions to look incorrect.

How Can I fix it?