Third person trigger collider based cover system help

I’m trying to make a simple cover system for a third person stealth game using a sphere collider attached to the player’s waist as a trigger to detect when it is close to a surface.
I am deliberately avoiding using a raycast method. I have made the player orient itself relative to the surface it is colliding with on a space bar press, however, it orients in the same direction regardless of the orientation of the cover surface; e.g on the North face of a corridor the player will place its back to the wall, but on the South face it will face the wall. Is there a way to retrieve the data from the sphere collider to calculate the relative angle and location of the surface it is making contact with, in this case walls, to allow the player’s x axis to align itself perfectly to the surface it is attaching itself to, whilst maintaining its z axis at 90 degrees to that surface?
Am I overcomplicating things?

I believe you can use ContactPoint.normal to get the direction of the contact. I’ve never used it in practice though, so I don’t know how it specifically works.