Yeah my stars are just uv mapped to the sky mesh, that is it.
I was also going to suggest attaching the sky to the player, so the sky/stars move with the player and you can thus never get close by. I guess you may get a problem then with distant planets or such disappearing into the background mesh that has now moved forward though unless the mesh is insanely large.
Random idea -> use a post process blendable, mask out the depth and map a star texture only to the furthest away points. Then somehow make the star texture pan when the camera is moved. Then you don’t even need a sky/star mesh, the stars would automatically appear behind everything in the distance. Really complex to set that up though, in particular the moving of the stars based on the camera angle. Or perhaps using a cubemap?