Tilemaps and custom orientation

Hey,

We’re trying to use the build in tilemap system for an isometric game. We’d like to have the tiles placed out in the world-coordinates that they represent to better handle drawing order while also being able to mix it with 3D meshes.

We were able to set it up like we wanted using the XZY setting in Cell swizzle. The tilemaps then need to be rotated 30 degrees to match the camera rotation as a isometric perspective.

It works well short of a problem in the scene window. It seems the grid input uses the orientation of the tilemap as basis for raycasting plane and thus becomes offset compared to the actual grid.

It works if I change the rotation to line up with the Cell swizzle, but that means all our tiles will lay flat on the ground.
Any idea on how to get past this issue without changing the orientation? It seems like an unintentional behaviour, so maybe I should report it as a bug.

If you could report this using the Unity Bug Reporter with a reproduction project, that would be very helpful. Thanks!