Shipping and loading BinaryFormatter files with build?

I built an in-game level editor for my staff to use and right now the level data is saved via this method:

public static void SaveLevel(Level level, int levelName) {

        if (!Directory.Exists(SavePath))
        {
            Directory.CreateDirectory(SavePath);
        }

        using (var stream = new FileStream($"{SavePath}/Levels/{levelName}", FileMode.Create))
        {
            Formatter.Serialize(stream, level);
        }
    }

Now… in the editor I can obviously just load it like so:

public static Level GetLevel(int level) {
        var path = $"{SavePath}/Levels/{level}";
        if (File.Exists(path)) {
            using (var stream = new FileStream(path, FileMode.Open)) {
                return (Level) Formatter.Deserialize(stream);
            }
        }

        return null;
    }

Now when building these files are obviously not going to be there. I could place them in resources, but I have no idea how to take the object returned from Resources.Load and get my data from it.

I just came across this: https://wiki.unity3d.com/index.php/CreateScriptableObjectAsset

This solves my problem in a far more elegant way. But I’ll leave this up in case the answers can help somebody else.