It worked. My Code:
Mesh mesh = new Mesh();
mesh.vertices = newVertices;
mesh.uv = newUV;
mesh.triangles = newTriangles;
GetComponent<MeshFilter>().mesh = mesh;
mesh.SetIndices(new int[] { 0 }, MeshTopology.Points, 0);
The last line creates was very important to create a trinagle. For saving the Mesh:
AssetDatabase.CreateAsset(m1, "Assets/" + "oneVertexMesh" + ".asset"); // saves to "assets/" AssetDatabase.SaveAssets();