Assets/OVR/Editor/OVRShimLoader.cs(46,32): error CS0117: `UnityEditor.PlayerSettings' does not contain a definition for `d3d11ForceExclusiveMode'
Assets/OVR/Editor/OVRShimLoader.cs(47,32): error CS0117: `UnityEditor.PlayerSettings' does not contain a definition for `visibleInBackground'
Ovr.Hmd.GetVersionString () (at Assets/OVR/Scripts/OvrCapi.cs:1309)
OVRManager.Awake () (at Assets/OVR/Scripts/OVRManager.cs:318)
NullReferenceException: Object reference not set to an instance of an object
OVRCameraRig.ConfigureCamera (OVREye eye) (at Assets/OVR/Scripts/OVRCameraRig.cs:183)
OVRCameraRig.UpdateCameras () (at Assets/OVR/Scripts/OVRCameraRig.cs:112)
OVRCameraRig.Start () (at Assets/OVR/Scripts/OVRCameraRig.cs:77)
Screen position out of view frustum (screen pos 593.000000, 247.000000) (Camera rect 0 0 811 271)
It sounds like you are using the Unity editor and not a standalone build. Is that correct? To make the editor render to the Rift, you need to switch to extended mode, drag the Game view to the Rift, and maximize it...
If you build a standalone player and run _DirectToRift.exe, it should appear on the Rift regardless of whether you use extended or direct display mode. Does that work for you?
I believe Unity 4.5.5 is needed if you want Rift support in the free version. If you want to keep using 4.6 beta, then the beta version which is equivalent to 4.5.5 is 4.6 beta 21, which is bleeding edge and described as "Latest release with minimal testing, Has only been spot tested by Unity QA. No Web Player support."