It will be useful to wrap ColoredCubesVolumeData to try and make deleting .vdb files from within the unity editor more easy (using the onDelete API from Unity), and to give us some other functionality.
Ability to use onDelete to 'Shutdown' .vdb files so they don't get locked open permenantly.
Additional Functionality Possibilities
I haven't 100% determined what this additional functionality might be, but there are certain things I think it might be meaningful to expose in the editor.
To begin with, why isn't it possible to edit the path to which the VolumeData asset points? What if I want to move the vdb; do I have to delete the .asset and create a new one from the new vdb?
In fact it might even be nice to have a Re-Synch button that presumes unique names for all .vdb assets and hunts around in an attempt to find a missing one should the path go out of whack.
Cubiquity has a very messy way of shifting from relative to absolute paths that causes it to be unable to create Volume Data .assets from .vdb's located outside of Cubiquity's folders when one goes to Assets > Create > Colored Cube Volume Data > From Voxel Database.
Assuming that we are going to create a "Textured Cube Volume Data" which inherits from "Colored Cube Volume Data" it may make sense to create a wrapper that 'fixes' this relative pathing problem outside of Cubiquity's code and
It will be useful to wrap ColoredCubesVolumeData to try and make deleting .vdb files from within the unity editor more easy (using the onDelete API from Unity), and to give us some other functionality.
Additional Functionality Possibilities
I haven't 100% determined what this additional functionality might be, but there are certain things I think it might be meaningful to expose in the editor.