World Origin Shifting in Space Game

Hi there, I am working on a VR project set in space and on planets. The planets are spherical and will be decently large (think Space Engineers or Kerbal). I have heard that to avoid problems with very large worlds you should use the world origin shifting feature. The issue I seem to have is that in world composition, it looks like it is only worried about x and y. Does world origin shifting take into account the z position as well, and if not, is there a tool or workaround for this?

It takes care of Z.

i’m having the same issue…it doesn’t take into account for the z…did you find a work around?