how do i go from the normal to quaternion?
a normal isn’t a rotation… if you want a rotation of a normal off some other vector, then that’d be a rotation.
So…
Not enough information to create quaternion.
If you can think of a forward vector, then you got yourself a look direction with an up vector (the normal being up), and you can use Quaternion.LookRotation:
Got that working but what is the the information in the normal? It wasn’t very specific in the API
It is a Vector3 perpendicular with the surface where the RayCast hit, you can use it for example to get the angle between the ray and the surface and make something like a mirror: