Footprint Decals don't Instantiate with Player Rotation.

I have a slight issue with my Footprint decals (which are instantiated planes), they don’t seem to Instantiate with the Players rotation in mind; as can be seen in the screenshot, they all face the same direction.

My code is as below, any help would be greatly appreciated.

function ManageFootprints()
{
	var _hit:RaycastHit;
	var _offset:Vector3 = Vector3(0, 0.1, 0);
	        
    if (Physics.Raycast(transform.position, -transform.up, _hit))
    {
    	if (_playerCamera.GetComponent("Camera_Headbob_Controller").waveslice < -0.95 && !_playerFootprintPlaced)
    	{
    		var _hitRotation = Quaternion.FromToRotation(Vector3.forward, _hit.normal);
			var _newFootprint = Instantiate(_footprintPrefab, _hit.point + _offset, _hitRotation);
			
			_playerFootprintPlaced = true;
			
			Destroy(_newFootprint, 300);
    	}
    	
    	if (_playerCamera.GetComponent("Camera_Headbob_Controller").waveslice > 0)
    	{
    		_playerFootprintPlaced = false;
    	}
    }
}

So, after much trial and error I have solved the issue.

_newFootprint.transform.Rotate(0, transform.eulerAngles.y, 0);

It turns out, that’s all I needed to do after Instantiating the footprint decal. Final code follows…

// Variables left out of this example.

function ManageFootprints()
{
	var _hit:RaycastHit;
	var _offset:Vector3 = Vector3(0, 0.0125, 0);
	        
    if (Physics.Raycast(transform.position, -transform.up, _hit))
    {
    	if (_cameraHeadbob.waveslice < -0.95 && !_playerFootprintPlaced)
    	{
    		var _hitRotation = Quaternion.FromToRotation(Vector3.up, _hit.normal);
			var _newFootprint = Instantiate(_footprintPrefab, _hit.point + _offset, _hitRotation);
			
			_newFootprint.transform.Rotate(0, transform.eulerAngles.y, 0);
			_playerFootprintPlaced = true;
			
			Destroy(_newFootprint, 300);
    	}
    	
    	if (_cameraHeadbob.waveslice > 0)
    	{
    		_playerFootprintPlaced = false;
    	}
    }
}

Thanks for your help everybody.