Thanks for your answer, Egon.
Done so:
Object3D precompiledObject = PrecompiledObjectManager.getInstance().getPrecompiledObject(ID);
Object3D object = new Object3D(precompiledObject, true);
precompiledObject.shareCompiledData(object);
And it works OK withoout exceptions. But unfortunately I can still see 1-2s lag when creating object and adding it to world. Compilation is still called and takes very significant time. Note - when I run app on my device without eclipse debugging, lag is much smaller and only a bit sensible. All other time rendering speed with & without debug differs not significantly.
Maybe some object initialization causes hevy-weight recompile?
Is there some sample code, how spawning units/projectiles or some other such objects should be done?