Is it possible to serialize and store custom structs on the iPhone in scriptableObjects?

This is the general idea. I'd like to store a bunch of these in a scriptable object without making them classes. Unfortunately it fails to save the data when stored as a struct.

I've seen forum threads mentioning using custom inspectors, but those are not available in the iPhone IDE.

[System.Serializable]
public struct Point{
    public int x;
    public int y;

}

As a thought, if this IS possible in 2.6, how would one go about saving the data, and could that data be imported into iPhone Unity once serialized as an asset?

Does it work correctly if you provide an ISerializable implementation?

using System.Runtime.Serialization;

[Serializable]
public struct Point : ISerializable
{
    public int x;
    public int y;

    public Point(SerializationInfo info, StreamingContext context) 
    {
        x = info.GetInt32("x");
        y = info.GetInt32("y");
    }

    void ISerializable.GetObjectData(SerializationInfo info, StreamingContext context)
    {
        info.AddValue("x", x);
        info.AddValue("y", x);
    }
}

Although structs don't give an error when they are marked as serialisable, they don't have the same behaviour as serialisable classes in Unity (properties visible in the inspector, etc). There might be some other approach, though. Are you using structs for better array or GC performance or is there another reason?