There is this great link: Drawing Isometric game worlds
However, it draws from left side. I am having a hard time adjusting that algorithm. How would you approach drawing it in depth order? And which depth ordering is the proper one?
This:
..  ..  01  ..  ..
  ..  06  02  ..
..  11  07  03  ..
  16  12  08  04
21  17  13  09  05
  22  18  14  10
..  23  19  15  ..
  ..  24  20  ..
..  ..  25  ..  ..
Or this? :
...1...
..234..
.56789.
..abc..
...d...
So far I have ported code to Unity C# from that above link, however all experimentations with it yield no result.
void Start () {
        terrainObjects = new GameObject[terrainSizeX, terrainSizeY];
        for (int x = 0; x < terrainSizeX; x++) {
            for (int y = 0; y < terrainSizeY; y++) {
                terrainObjects [x, y] = new GameObject ("Tile @ " + x + "-" + y);
                terrainObjects [x, y].AddComponent<SpriteRenderer> ();
                terrainObjects [x, y].GetComponent<SpriteRenderer> ().sprite = tile;
                terrainObjects [x, y].transform.SetParent (this.gameObject.transform);
                terrainObjects [x, y].transform.position = new Vector3 ((y * tileSizeX / 2) + (x * tileSizeX / 2), 
                                                                        (x * tileSizeY / 2) - (y * tileSizeY / 2), 0);
            }
        }
    }