No, I have no concerns for memory here 
It’s not procedurally created geometry in that sense.
It’s simply combined geometry.
I have made some functions (scripts) that can take a collection of objects, say tons of bushes in a giant area, put them into groups of objects close to each other via a distance threshold.
It then builds a low poly version of the object by rendering it from a set of angles, putting the result on some planes, and putting the result of all bushes in a group into one big atlas texture. Then the script combines the geomtry of these clumps, and add some LOD functionality to them.
Great…
but that geometry can’t work with asset bundles, as neither the meshes nor the materials has a belonging to the assetDatabase. And they too can’t be made into prefabs, as those prefabs wouldn’t work in other scenes. And when I commit the objects to the Asset Server, my co-workers lose the reference to meshes and materials, when they open them. It’s like the objects are bound to the scene, and aren’t transfered/recognised by the Asset Server.
And here comes my question again. If I make cubes and planes (primitives), they too get meshes without asset connection, and materials ditto. But these objects do work with both prefabs and Asset Bundles. How come? What does Unity do internally when creating these objects, that we can’t do?
This needs to work in the future…
Unity can’t offer methods for creating meshes and materials, and then not make it possible to use these objects in prefabs and asset bundles. Maybe it’s just a bug, but you sound like it isn’t in the other thread about materials, Andeee. Should I submit this?
A real showstopper, this problem. Our whole game is made up of various automated optimization stuff, and auto generated LOD objects, and none of it will work with Asset bundles. Or prefabs.
If only the OBJ exporter of the wiki still worked. Then I could probably come up with some solution, by saving combined meshes into objects, import these to the asset database, and then reference these objects instead. But it generates files that won’t import. No reason given, just an exeption thingy with some error without details…
Has anyone a working version of the OBJexporter?