I've searched the forum and found a few similar topics and tried various things mentioned in them, but they didnt help with my problem.
Here are the steps of the process I'm doing:
1. So, I'm firing a raycast from the main camera of the FPS controller (which i've made fire a ray with a click of the mouse button).
2. I store the "Hit Point" in a vector3 variable called "hitPosition" and I store the "Hit Normal" in a vector3 variable called "hitNormal".
3. In the next state, I have a "Create Object" action, with the Game Object being a simple mesh a single quad/plane, the "Position" is set to the stored "hitPosition" vector3 var.
4. and I set the Rotation to the stored "hitNormal" vector3 var.
When I click play, the quad/plane gets created in the correct position of the ray hit, but no matter what I try to get it to take into account the normal, it ignores it.
The quad/plane all gets created and placed in the right position but they all are facing the exact same way no matter what I try (see attached image).
I've tried "Look at" (which throws an endless "Look rotation viewing vector is zero" error).
Am I missing something? How should I approach making the quad/plane get created/pasted with the normal being taken into account like a decal?