As of the current Experimental Preview Build 3, the tile map tile sorting feature only seems to work as expected with "objects" that are one tile long in the y direction, not groups of tiles that are used to create larger "objects" in a scene. For example: https://imgur.com/a/MzwOR The tree is composed of multiple tiles using the tile map and its renderer is set to "individual." Each of the tree's tiles is sorted individually, breaking the illusion of the tree being a cohesive object that you can go "behind." One solution: the tile map should allow us to select a group of tiles and set the y sorting to depend on the bottom-most selected tile's y threshold instead of every individual tile's y threshold. As it stands, I see three possible workarounds for tile "objects" that are taller than one tile and must be sorted, none of which are ideal: 1. We can have different tile maps that are simply the "back"/top tiles and are permanently in front of the player and other objects. 2. We can have different tilemaps for differing heights. For example, one for trees that are 11 tiles high (like above), meaning that 11 tiles would count as 1, making the tree a single, cohesive tile. This would get very complicated very quickly. 3. We can forgo using tiles altogether and simply use cohesive, single Unity sprite objects instead. But this is also an issue, as axis sorting, as it stands now, only sorts by the center of the object, not its pivot, which means that only sprites with identical heights are y-sorted properly. Does the Unity team have an opinion on this? EDIT 5/17/2017: Updated the GIF example and added more possible solutions.