Yes, @Murgilod probably understood that. They are saying why dont you just call the code you want to play. You dont need to fake a trigger input.
Your trigger input would simply call some code when pressed, so just call that code.
So if your trigger event calls void OnPressedTrigger() then just call that at the point in the script you want to simulate a click using.
Also the “player asset” doesnt mean anything to us. What player asset, from where? There isnt a single unity “player asset” so you will need to be specific.
I meant the Player asset in the SteamVR Plug in. It automatically comes with animation for the Hands. These hands animate to mirror the movements that the user does on the HTC Vive Controllers (pulling the trigger to squeeze).
Regarding the function call, this was my first objectie but the animation looks pretty complicated. I was unable to find out how the Hands are rendered, but if anyone happens to know that would also work.
I would recommend posting in the correct forum section then.
This is not a support forum, and not the section for VR specific things. Also in future I would be specific in your post about what you mean, as no-one would have guessed its an asset in the SteamVR plug in unless they specifically have used that plugin.