Don't cull object

I have an object, a 3D ribbon which I am creating dynamically as I track a user.
Because I’m creating the geometry in realtime, it makes the most sense to place the GameObject at (0,0,0) and then perform my calculations normally.

The problem is that, even though the mesh geometry is in front of the camera, if the camera goes in front of dummy GameObject the object wont render. I also cannot move the object in front of the camera, because it will move the geometry who’s position has already been calculated

##How can I have an object, that is not culled based on camera position?

Remember to use RecalculateBounds when you generate new geometry. This will ensure that the bounding box of the mesh will always intersect with the camera volume correctly.