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Tiled2Unity depth sorting issue with multiple layers

I have been struggling with an issue for a couple of days now trying to get depth sorting properly when using multiple layers in tiled.

My tiled map is set up as follows:

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The sorting Layers I have in unity are:

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Tiled to Unity sorting layers map as follows:

Background : Level 0

Background Noise : Level 0

Shadows : Level 0

Paths : Level 0

Tree Bases : Level 1

Tree Tops : Level 2

House Bases: Level 1

Objects ( crates and barrels ) : Level 1

House Roofs : Level 2

House Roof Items : Level 3

I have set the player sprite to be on sorting layer 1 along with the tree stumps, walls and floor objects.

When exporting to unity I'm ticking the check box for Use Depth Buffer as below:

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Now the problem I am having is that when setting the layer to interact with on the Sprite Depth in map script I can only seem to make one layer work at a time.

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eg, if I set it to interact with the tree bases layer, then the depth sorting works on there, but the character appears below the walls and the crates etc, but if I set the layer to interact with the objects layer then the character is always on top of the tree trunks rather than behind.

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Interacting with tree layer

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Interact with object layer

If I have one layer with the tree trunks, walls and objects (crates, barrels etc) and interact with this layer then it works as expected, but with only one layer in tiled I cant put the barrels in front of the house, or trees behind the house etc.

Is what I'm trying to do even possible with Tiled2Unity? or should I be doing something else?

Any pointers would be appreciated.