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Hi!
This can be done in different ways, the more complex (but cooler) way would be to make the bowl into an SDF and using the VFX Collision template to do hit tests.
Also, if you know how the VFX SDF Collision template works but don't feel like making a whole setup for it, you can grab my simplified VFX Collision setup!
For a less convoluted way of checking if particles are in the bowl, you could ignore SDFs and just measure the distance between particles and bowl, deleting particles if they get too close :)
Either measure the flat distance on the screen, or the 3D distance in world space.
For this example, I'll use world space:
1. In the VFX Asset, make a parameter (vec3) that gets the bowl's position, and call it something like 'bowlPos'
2. Make a script that writes the position of the bowl to this parameter. First, get the bowl SceneObject as an input, and then get the VFX Asset as an input.

Connect them both in the Inspector, and the third line of code updates the bowl's position.
Make sure to set the script to "Frame Updated" to make it check the position continuously
3. Now, in the VFX asset, you can compare this position with the particle's position. If it's too close (see the arbitrary 'TOO CLOSE' value node), kill the particle!
Hope this helps!