Instantiated bullet hole has wrong rotation


I have this script that Instantiates a bullet hole when a raycast hits something. The problem is it Instantiates on wrong rotation, so it doesn’t actually look like a hole on the wall. Any help??

var hit : RaycastHit;
		if (Physics.Raycast (transform.position, fwd, hit, attributes.Range))
			print ("We hit something!");
			Instantiate(Hole, hit.point, Quaternion.FromToRotation(Vector3.forward, hit.normal));

It’s hard to say without seeing the prefab (can you post a screenshot of the error?)

But, have you tried using transform.forward or transform.up instead of Vector3.forward in the Quaternion rotation?