So... anyone with prior and current knowledge in 3d LBP map making knows that you need 2 rooms. One where the room tracks the players movements, and one where the player tracks the movement of the room. The second room being the one that's seen.
A large bottleneck has been getting linear x and y signals, and transferring them over to movers in the next room. But Tags in the game aren't linear, they're radial. So creators have gotten around this by placing the tags and tag sensors far atop and to the side of their rooms. Such distance decreases the roundness of zone, but only slightly.
The problem occurs with when the moving room turns against a level border, and its attached tag/sensor exits the levels boundary... thus breaking it and the whole build.
I've thought long and hard about an easy alternative... and have come to a remarkable conclusion: Trig!
With trig, I can input the distance the player is from a point (origin), along with the angle the player is from it in radians, and calculate the x and y. I can do this thanks to the functions Sine and Cosine. Which I can indeed compute in the game (Only LBP2 since values exceed 100%).
I can now determine the players exact (by 6 decimals) position in the x and y planes with just a little swivel object that constantly points at the player (determines angle and distance). No outward tags and sensors. Just beautiful math!
Now, I know I said I wouldn't be here or on LBP for a while, but I had to let some people know about this.
Sadly, it is LBP2 only, since the numb-nuts over at Sumo took away signals that exceed 100%.