Serialize a mesh

Hi,

I am currently capturing a user mesh from a Kinect (I am making a mesh by subsampling the user depth map). I would like to save the frames to a file in order to reproduce them in another context.
My first approach is serialization. Apparently, all objects in my graph should be serializable, so I am asked to serialize the Mesh class, the Vector3 class, and so on. Is there another way to do this?

My current approach is having a Frame class which simply contains a timestamp and a mesh. I construct a List of Frame objects and I attempt to save it when the application is closed.

[A note to moderators: I would appreciate some feedback if this question gets rejected…]

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

using System;
using System.IO;
using System.Runtime.Serialization.Formatters.Binary;
using System.Runtime.Serialization;


[RequireComponent (typeof(MeshFilter), (typeof(MeshRenderer)))]
public class meshRecorder : MonoBehaviour {

	Mesh mesh;
	public String fileName;

	List <Frame> frames;
	public int expectedTime = 60;
	public int expectedFrameRate = 30;



	void Start () {

		// Estimated number of frames:
		int numFrames = expectedTime * expectedFrameRate;
		print ("Expected number of frames: " + numFrames);

		frames = new List<Frame> (Mathf.RoundToInt (1.5f * numFrames)); // Overestimated initial capacity.
		mesh = GetComponent <MeshFilter> ().mesh;

		// FileName
		if (String.IsNullOrEmpty( fileName)) {
			fileName = DateTime.Now.ToString("yyyy_mm_dd_hh_mm_ss");

			print ("will save to " + fileName);
		}

	}
	
	// Update is called once per frame
	void Update () {

		//Frame f = new Frame (Time.time, mesh);
		Frame f = new Frame (Time.time, mesh.triangles, mesh.vertices);
		frames.Add (f);
	}

	void OnApplicationQuit(){

		// Open stream for writing.
		Stream stream = File.Open (fileName + ".mst", FileMode.Create);
		BinaryFormatter bf = new BinaryFormatter ();

		bf.Serialize (stream, frames);
	}
}

[Serializable()]
public class Frame {

	float time; // En segundos.
	int [] triangles;
	Vector3 [] vertices;
	//Mesh mesh;

	/*public Frame( float t, Mesh m){
		time = t;
		mesh = m;
	}*/

	public Frame (float t, int [] _triangles, Vector3 [] _vertices){
		time = t;
		triangles = _triangles;
		vertices = _vertices;

	}
}

Answering to my own question here:

As vertices are vectors, I decided to save them as a 2-dimensional array of floats (of size [3, numVertices]).