Meshes distorted when far from origin

I’ve run this problem before but can’t seem to find any solution on my own: If I have a very large environment and my player moves too far from the world origin (And since I’m making an infinite runner this is inevitable) all the meshes become distorted, movements become jerky, and sorting becomes inaccurate. I’ve deduced that this is because of floating point precision and the limited number of digits, but is there some setting or method to negate this?

Look up “floating origin”. It’s a technique where you basically shift the world to keep everything nearby the origin. -1000 to 1000 is a pretty good rule of thumb as to where your objects should generally be. For an infinite runner you might actually consider a “treadmill” method, where your player actually stays still at the origin and everything else moves around them.