How to highlight(not replace) isometric tiles according to player position?

I am having trouble accomplishing a highlight effect on cells as my player walks around on the grid.
I was using an example I found but I believe it isn’t for isometric grid also it replaces the tiles and I just want to highlight them temporarily as my player moves around. The purposes would be for the player to interact with the tile highlighted. How could I accomplish this?
Note: also the tile that are currently getting selected are not in the correct position and do not work if the character faces different direction.
Examples:
5881520--626471--upload_2020-5-21_12-33-54.png
5881520--626474--upload_2020-5-21_12-34-42.png

    // do late so that the player has a chance to move in update if necessary
    private void LateUpdate()
    {
        // get current grid location
        Vector3Int currentCell = gridLayout.WorldToCell(_player.transform.position);
        Debug.Log(currentCell);
        // add one in a direction (you'll have to change this to match your directional control)
        currentCell.x -= 2;
        currentCell.y -= 2;

        // if the position has changed
        if (currentCell != previous)
        {
            // set the new tile
            highlightMap.SetTile(currentCell, highlightTile);
            // erase previous
            highlightMap.SetTile(previous, null);
            // save the new position for next frame
            previous = currentCell;
        }

You have 2 choices how to accomplish the visual:

  1. make another tilemap which is exclusively used for the highlighting… seems very excessive but will work. Just be sure it sorts above your normal tilemap
  2. make a gameobject that acts as a virtual tile (this is the way I would go). Likewise make sure this sorts above your tilemap.

Getting it to point in the right direction is a matter of first figuring out which direction your character is facing. Since you’re using a non-rotating sprite, you’ll have to track this yourself manually. You then need to decide where exactly is the point of the selected tile should be which will probably be some set distance from your character’s position in the direction they are facing. Compute the Vector3 for said position, convert that to a tile position, then you set your highlight over it.
Using method 1:
Just set the matching tile position in the highlight tilemap to your highlight tile
Using method 2:
Get the tile Vector3 position using celltoworld then move/create your highlight gameobject at that position (appropriately adjusted for differences in anchoring).

Honestly, with a simple isotilemap this isn’t that hard.
With a Z as Y isotilemap this gets far more troublesome as you have to consider the Z component which can cause full overlaps.