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When you raycast, store the Hit Normal. Use the action Quaternion Look Rotation, set the Direction to the Hit Normal value and the the Up Vector to 0, 1, 0. Store the result and set your particles rotation to that.
The variable is a quaternion, so when you set the rotation use that field with the variable. Leave "Euler Angles" as noneedit: Oh, ok, with the create object action that isn't an option. Can you store the spawned gameobject and set the rotation right afterwards? Otherwise a tweak to the create object action would do the trick