Is it possible to speed up insertion of assets into AssetDatabase?

I am generating a lot of procedural meshes (many thousands) which I am then saving to the AssetDatabase. The process of creating the mesh asset in the AssetDatabase seems to be fairly slow.

To deal with the performance penalty, I am limiting the addition of new assets to once a frame (using a coroutine), however, this still slows the framerate to below 15 p/s. As the meshes are generated, they are added to a queue, which the coroutine then dequeues and saves to the AssetDatabase.

Is there a way to speed this process up? Or is there another manner to use the AssetDatabase that is more performant?

Here is the code:

public class Cache_Manager : MonoBehaviour
{
	public static Queue <q_struct> cache_build_q = new Queue<q_struct> ();

	public IEnumerator cache_coroutine ()
	{
		Debug.Log ("...starting cache builder coroutine");
		while (true) {
			if (cache_build_q.Count > 0) {
				q_struct item = cache_build_q.Dequeue ();
				AssetDatabase.CreateAsset (item.mesh, "Assets/UnityLondon3D/cache/" + item.id.ToString () + ".asset");
			}
			yield return 0;
		}
	}

	IEnumerator Start ()
	{
		yield return StartCoroutine (cache_coroutine ());
	}

	public struct q_struct
	{
		public string id;
		public Mesh mesh;
		
		public q_struct (string _id, Mesh _mesh)
		{
			id = _id;
			mesh = _mesh;
		}
	}

Hey, I found a solution to this

I had +3000 objects to save, and I realized ‘AssetDatabase.CreateAsset’ is Pretty Slow, so I did like this.

AssetDatabase.StartAssetEditing();
foreach(.....)
         AssetDatabase.CreateAsset(....)
AssetDatabase.StopAssetEditing();

That actually saved me!