Procedurally generating a mesh?

So i wrote the script for my new infinite terrain generator, but when i run it nothing happens, Working with meshes is kinda new to me so i was wondering if somebody a bit more experienced could take a peek and hopefully find my mistake.

using UnityEngine;
using System.Collections;

public class WorldGenesis : MonoBehaviour 
{	
	void Start()
	{
		SectorInitialization(0,0,50,50);;
	}
	
	/*
	//Will be used later when the inharitence from monoBehaviour is removed, this class will be called from another script.
	
	public WorldGenesis(float originX, float originZ, int segmentsX, int segmentsZ)
	{
		SectorInitialization(originX,originZ,segmentsX,segmentsZ);
	}
	*/

	public void SectorInitialization(float originX, float originZ, int segmentsX, int segmentsZ)
	{
		int _ArraySize = segmentsX * segmentsZ * 6;
		
		Vector3[] _Vertices = new Vector3[_ArraySize];
		int[] _Triangles = new int[_ArraySize];
		
		int _Index = 0;
		//Initialize Sector Vertices
		for (float z = 0.0f; z < segmentsZ; z++)
		{
			for (float x = 0.0f; x < segmentsX; x++)
			{
				//First Triangle
				_Vertices[_Index] = new Vector3(originX + x, 0.0f, originZ + z);
				_Vertices[_Index+1] = new Vector3(originX + x, 0.0f,(originZ + z) + 1);
				_Vertices[_Index+2] = new Vector3((originX + x) + 1, 0.0f, originZ + z);
				//Second Triangle
				_Vertices[_Index+3] = new Vector3(originX + x, 0.0f,(originZ + z) + 1);
				_Vertices[_Index+4] = new Vector3((originX + x) + 1,(originZ + z) + 1);
				_Vertices[_Index+5] = new Vector3((originX + x) + 1, 0.0f, originZ + z);
				//Set Index for next batch of triangles
				_Index += 6;				
			}
		}
		
		//Initialize Sector Triangles
		//Initialize Sector Vertices
		for (int v = 0; v < _Vertices.Length; v++)
		{
			_Triangles[v] = v;
		}
		
		//Generate Mesh
		SectorGeneration(_Vertices, _Triangles);
	}
	
	public void SectorGeneration(Vector3[] vertices, int[] triangles)
	{
		GameObject _Sector = new GameObject();
		_Sector.name = "Sector";
		
		MeshFilter meshFilter = (MeshFilter)_Sector.AddComponent(typeof(MeshFilter));
        _Sector.AddComponent(typeof(MeshRenderer));
		
		Mesh _Mesh = new Mesh();
		
		_Mesh.vertices = vertices;
		_Mesh.triangles = triangles;
        _Mesh.RecalculateBounds();
        _Mesh.RecalculateNormals();
		_Mesh.Optimize();
	}

}

~Malarkey

You aren’t setting meshFilter.mesh = _Mesh.