That’s correct, but a limited use-case. It’s really nice that @Seanba included the instructions to avoid the seams by extending the tiles a little. It has many advantages like making the application resolution-independent, allowing zooming in/out and allowing the map to scroll smoother than per pixel.
That is really awesome, thanks! I also like to think it helps of course. I consider my Patreon page quite succesful, but the number of patrons is very low considering about 800 people download Tiled every day. I estimate the current patrons to be about 0.1% of Tiled users. But it works!
Object Colliders in Isometric Mode
The isometric map mode in Tiled skews your collision objects so that rectangles becomes parallelograms and circles become ellipses. This complicates things a bit for us in Unity.
It’s was actually meant to make things easier, or at least more sensible. I assumed that the areas would be for example places where you can’t go or enemy spawn areas. So I projected the shapes because then internally they could be considered to be in the same coordinate system as your objects.
Of course, then I messed it all up with the way I implemented rotation, which happens in screen space which does not make sense at all for things that have first been projected isometrically… this happened mostly because it was the right thing to do with tile objects, which are not projected onto the map.