One way I've done this in the past for an endless runner tutorial was having a series of chunks and then as the player passed a chunk, I would spawn another at the end of the farthest chunk and then delete the passed chunk. Because the game had a fixed camera angle where you couldn't turn around (and therefore can't see the chunks being deleted) it gave the impression of an endless corridor.
Especially if the camera cannot be turned around, deleting chunks the player has past and spawning new ones at the end of the farthest chunk might be something to look into. If the meshes are all the same, you could even save a bit of performance by just teleporting the passed chunks rather than deleting them.