Yeah, individual voxels cannot have any kind of script or component attached to them. If you want something to happen when you approach a tree (for example) then you could keep a list of where all the trees are and check against that as you move. Alternatively you could perhaps add a GameObject with only a collider (no mesh) at each tree position and add your script to that.
There are probably smarter approaches, but the point is that Cubqiuity is mostly concerned with the rendering at the moment. You'll need to use some creativity to to work out how to implement the game play logic
