2D sprite layering with iso z as y tilemap

Greetings, I’m having some trouble with the isometric Z as Y layering/sort order where my player sprite is simultaneously below tiles with a lower Z value, and in front of tiles with a higher Z value. My goal is to find a way to make the player sprite appear above the (green) ground tiles and behind the (brown) elevated tiles based upon the height position of the player.
6499089--731532--IsoLayeringIncorrect2.PNG 6499089--731535--isoLayeringIncorrect1.PNG

Some information about my setup:
I’m using a custom axis for the transparency sort mode which is x=0,y=1,z=-.28 for my tile set.
My tileset is made up of cubes, so I’m leaving the elevated(brown) tiles on the same tilemap as the ground, so that the bottom of those tiles doesn’t appear above the ground tiles.
Tilemap Render mode is already on Individual.
Ground tiles have a grid Z position of 0, elevated tiles have a Z position of 2.
Player sprite has a Z position of 3 and is in the same Sorting Layer and Order in Layer as the tilemap, otherwise it would appear above all of the elevated tiles.

Does anyone know of a way to achieve the effect I’m going for? Maybe doing something to the sorting order, or using a sprite mask somehow? I’ve already read as many threads as I could find that seemed relevant without any luck, so I’d really appreciate some help from those more experience. Thanks!

I’m not sure exactly what the problem is so here are some thoughts that hopefully are some help.

Have you checked out the 2D Techdemos project’s Z as Y scene?

This won’t solve the issue, but another thing to keep in mind - especially if your player object grows to have multiple SpriteRenderers - is the Sorting Group component. Basically, you can have a parent gameobject have its position dictate the sorting pivot for all of its children.

Do you have pivot points set in the Sprite Editor & use pivot on SpriteRenderer ?

Is your transparency sort axis’s z-value correct for your isometric projection?