So the tileMapData does not store a data structure that describes the composition of the tilemap? Because as I understood it, tileMapData stored pretty much that and the editor data stored settings used by the editor pane? Although looking through the source seems to indicate otherwise.
I am confused now, when a tilemap is in a scene, whereabouts is the tile information stored? How does this work with prefabs / serializing the data. I have managed to make a tilemap and its render data into a prefab (contained within a parent gameobject) and then place it back into the scene whilst retaining the information. Although I did have to toggle the commit button.
Would you be able to recommend an alternate, more source control friendly method of saving the tile information? At the moment we are working within one scene file but we cannot continue with this method moving forward.