Hey how is it possible to rotate a sphere’s hit point from raycast to the worlds Vector3.forward. I tried this:

```
Quaternion toHitRotation = Quaternion.FromToRotation(hit.normal, Vector3.forward);
mThisTransform.rotation = Quaternion.Slerp(mThisTransform.rotation, toHitRotation, Time.deltaTime * 1);
```

I thought this would create the proper Quaternion, but it does not produce my desired result.Anyone can help me out?

To calculate the end rotation, you need to multiple by the rotation of the object:

```
Quaternion toHitRotation = Quaternion.FromToRotation(hit.normal, Vector3.forward) * transform.rotation;
```

And you don’t show it in your code, but this needs to get executed repeatedly in Update() or a Coroutine() over a number of frames. Once you’ve calculated ‘toHitRotation’, you don’t need to calculate it again.

```
mThisTransform.rotation = Quaternion.Slerp(mThisTransform.rotation, toHitRotation, Time.deltaTime * 1);
```

You may want to start with just assigning the rotation:

```
mThisTransform.rotation = toHitRotation;
```

Then figure out the Slerp() as a second step.