(Edited 10/28/14 after Oculus 0.4.3 update)
Here’s my setup that works on OSX in Unity editor. The big caveat is that it will only do 60hz when mirrored, so there will be judder on the Rift. I have only been able to get 75hz in a standalone build on the Mac, and it’s been sporadic at that.
- DK2 running the 0.4.2 (or 0.4.3) runtime on
- Macbook Pro 2013 Retina with OSX Mavericks.
- Unity 4.5.5
- External Thunderbolt display
- Make all 3 screens active. Don’t close the lid on the Macbook.
- Open the Displays preferences
- Go to Arrangement
- Set the DK2 to 90deg rotation so that it actually is right side up and in landscape mode 1080p.
- OPTION DRAG the Macbook display to the DK2 display. This will selectively mirror those two displays while leaving the other display alone. Set the displays to optimize for Rift DK2. After this the Macbook and DK2 should be rendering at 1080p landscape.
- Move the Mirrored DK2/Macbook display stack to the LEFT of the external monitor. It appears that the DK2 only likes to render if it is the left-most display.
- Make the DK2/Macbook display stack the primary monitor in the Displays/Arrangement panel by dragging the white bar from the external display to the mirrored ones. This may unmirror the displays. If it does, just remirror them with OPTION DRAG.
- Open the Unity editor and place the game window on the mirrored displays. Make it fill the screen.
- Set the game window to FREE ASPECT. For some reason 16:9 caused it to go black for me.
- Hit play
Now under 0.4.3, the Rift render in the Unity game view always shows up. This makes iterating on my game MUCH more efficient than before, where the view would go completely black at random times. However there are lots of other issues with 0.4.3, so your mileage may vary.