The way I did this was tilt the camera down -50 degrees at start on the appropriate axis but for me it was X, I also rotated the objects themselves -30 on the Y axis, tweaking the objects might not even be necessary though, may rethink that.
For movement in my projects I use a heavily modified version of this tutorial, if you want a camera that follows the player, I recommend taking the camera rotation code from this tutorial and then having the camera copy the player position.
Be sure to set the tilt of your camera in the _start process, otherwise it will lead to gimbal lock issues. I would definitely encourage you to do a 3D setup for isometric because even though the setup is initially difficult and you've got maths to learn with selection boxes etc. I found that working with TileMaps was agony for things like building placement.
Please note, the rotation maths does depend on how you've set your assets up, you may need to do some tweaking to get the look you want, but that's all down to time and patience, this is just a general guide on what I did for my stuff. I'm a fan of isometric games myself so I thought I'd chime in with some detail.