Saving the state of a monobehavior in play mode.

I have a monobehaviour derived class that represents a custom particle system of my own devising.
I’d like to be able to run the game in the editor and then save the state that this component is in while it is playing so when I stop playing it will retain this state.
What I particularly wish to save is an array containing the positions of the particles. It is actually an array of objects containing various information on the particles but I dont mind if I have to store this info as primitives (floats) if thats necessary.
I could serialize the data myself in various ways or use playerprefs but I consider these approaches awkward and inelegant + I only need to save this data in the editor and not in an actual build.
Obviously this is possible as unity is already serializing loads of stuff in the editor.

Well, you can use SetDirty. This is used specifically to flag that an object needs to be saved/serialized. So long as you’re doing your part and setting the scene up correct and the scripting on gameobjects that are part of the heirarchy of the scene, you were headed down the write direction. You will find stuff all over the net for it, here are some entries hosted by song for unity and playstation systems.