Even if the mesh is dynamically generated, you should have a Mesh object somewhere. Unity uses Mesh to represent 3D geometry:
http://docs.unity3d.com/ScriptReference/Mesh.htmlAt some point during your dynamic mesh generation, one of those should've been created. But without knowing more about your setup, it's hard to say where or how to get at it. If you're trying to modify an object with a MeshRenderer and MeshFilter, which I'd say is likely (?), the MeshFilter points at a Unity Mesh. So if in your script you have *that* object, you can say:
Mesh unityMesh = objectWithMeshFilter.GetComponent<MeshFilter>().mesh;
You have some other issues (which are very, very common among new programmers):
Your understanding of how to actually use a function is a bit off. You wouldn't say
static void KrablMeshUtility.SubdivideQuadsMesh (unityMesh, 1, true)
When actually using a function, you don't include the "static void" portion. It would look like this:
KrablMeshUtility.SubdivideQuadsMesh (unityMesh, 1, true);
Knowing how Unity handles 3D meshes is in some ways trickier than the coding portion.