Hi Unikron,
I still want to congratulate you on a very great Unity add-on. It cuts down time, even streamlines creation of 2d games in Unity work flow, which I'm sure was the intention.
I'm currently developing a game using the Tilemap Editor using isometric formation. I was wondering quite how hard this would be as it is in BETA (thus a warning in the editor). Nontheless the game has progressed and I'm quite happy - (I would show some screens to assist this post but I cannot reveal the game yet!)
Here are some things people should be aware of when using the isometric editor:
Begin your project with 3d defaults
This makes things a lot easier to see and navigate around your scene. (I prefer it whether my game would be orthographic or perspective camera view)
When designing tiles make them as flat "diamonds" or square tiles rotated 45 degrees.
With adjustments in y size, use the lower half of the "tile". The tile settings will by default select the whole tile as it's really in BETA and is not in favour of isometric tiles.
Always(!) use the Tk2d Camera.
I cannot stress this enough because even if things look wrong or overlap in the Unity Scene window it will display fine with this, regarding you have set it up correctly.
Don't use Z layers inside the Tilemap editor - unless you are certain
Most problems will be cleared up by Tk2d Camera, though I've hit a little related problem which I might mention.
Z layers can make things very complicated when developing a game in isometrics, because of course you are using 3-dimensions (usually with a half-down view or similar) to make things easier. Unless you are strict about orthographics, I'd say make use of Unity in 3d workspace, as above.
I've got so far without advice and this post looks good, but I've had a persistent problem.
Layer chunks:
The Tilemap editor is dividing my base layer of ground (or grass for example's sake) into 2 layers.
This is disasterous and was very confusing at first as it naturally display overlaps any GameObjects with Z co-ordinates less than the centre of the chunk. This allowed me to panic when setting up things and I wrongly employed Z layers, which as I have described is no good solution for persistent isometrics.
Would this be resolved by creating the ground Tilemap with partitioning setting configured off somehow? If only there was a way to merge these Layer chunks, or prevent them from occuring as more than one GameObject, as everything else is fine!
Resolved by using a seperate layer for "upstanding objects"
Prefabs in tile data:
My problem with this is mild, though is more of a suggestion. When adding a prefab to a tile in it's settings, the tile itself disappears! I'm sure this is a fault or wrong of 2dtoolkit, as my prefab (for example, a tree) stands facing the camera with an absent tile underneath.
This totally negates the original tile!
Not to mention there is no possibility of previewing your level with prefabs or "upstanding" features. You would be designing a level blindly, except for when the game is running in Unity editor.
To be clear, my suggestion for development of 2d Toolkit is that the Tilemap editor does reveal it's data GameObjects which designing a level, in the Scene window.
This would be a great development.