A few weeks ago when I wanted to test some VR stuff in Unity without an HTC Vive I could add the Player prefab from the SteamVR asset and then fly around while testing the game just like in the editor. I could also interact with something like a Throwable with my mouse.
Now it looks like they changed the asset and when I test the game the first time the SteamVR Input window pops up. I just went with the default settings there and hoped it would work just like before. It didn't.
Now I can still fly around but I can't grab and move anything like a Throwable. This small red ball (the Indicator GameObject) that is placed by raycasting on the GameObject I would interact with also doesn't move anymore when I move. It just stays where I placed the Player prefab.
I already tried it with the most basic example possible. A fresh project, imported the Steam VR asset, added a plane as a floor, added a cube and gave it the Throwable component, added the Player prefab. A few weeks ago this worked just fine.
Do I have to make some settings in the SteamVR Input window? Nothing there looks like it would affect this Indicator GameObject for the NoSteamVRFallback. What do I have to do to be able to develop for the Vive without a Vive attached to the computer as I did before?
I'm using Unity 2018.2.13f1. When I'm opening an older project that has still the old version of the asset it works as expected. So the version of Unity itself is not the problem and rather the SteamVR asset. The version of the SteamVR asset in the older project is 1.2.2. Right now it's not working with version 2.0.1.