Your setup and goal is not exactly clear from your wording, but if you mean you have a bunch of objects in a Collection, and you'd like to delete or hide the ones that falls outside the volume of a certain object, you can do that with a simple Geometry Nodes setup like below. In the scene I have a 3D-array of individual spheres (simply duplicated with Shift + D), all in a collection called OBJECTS, which is hidden. Then you have your "kill" object, in this case a torus, which hosts the Geometry Nodes modifier. We hid the OBJECTS collection because we're gonna re-create it inside Geometry Nodes—we need to do that because since Geometry Nodes is just a modifier, it can only affect the object it is being hosted on.
In the Geometry Nodes setup, you simply send rays (Raycast
) from each instance origin (Position
) to the torus' mesh, and compare those position vectors to the normals (direction) of the faces the rays hit. If they align (face the same direction—Dot Product
), it means the instances are inside the volume, if they don't align (Not
) it means they're outside, and can be deleted (Delete Geometry
):