public override void Update(double deltaTimeInSeconds)
        {
            if (GameTime.FrameCount % 6 != 0)
            {
                if (this.Entity is GameObject gameObject && gameObject?.PhysicsNode != null)
                {
                    // check past min/max bounds
                    // the border was chosen experimentally to see what feels good
                    var position = gameObject.PhysicsNode.PresentationNode.WorldPosition;

                    // this is only checking position, but bounds could be offset or bigger
                    var shouldRemove = SCNVector3.ComponentMin(position, MinBounds) != MinBounds ||
                                       SCNVector3.ComponentMax(position, MaxBounds) != MaxBounds;
                    if (shouldRemove)
                    {
                        gameObject.Disable();
                    }
                }
            }
        }