I am probably just a noob still when it comes to C#, but I wanna record this problem/solution so its no longer a problem in the future.
Apparently C# is very picky how you handle arrays of custom classes your write in Unity3d. At least the declaration is picky.
Here is the solution:
public class someCSharpScript: MonoBehaviour {
private myClassArray[] myCustomClass;
void Start() {
myClassArray = new myCustomClass[10];
for(int i = 0; i