public override void UpdateBoundingBox(float dt)
{
//The world transform update isn't strictly required for uninterrupted simulation.
//The entity update method manages the world transforms.
//However, the redundancy allows a user to change the position in between frames.
//If the order of the space update changes to position-update-first, this is completely unnecessary.
UpdateWorldTransform(ref entity.position, ref entity.orientation);
UpdateBoundingBoxInternal(dt);
}