# pipelineSwitchCompleted

> Indicate when Render Pipeline switch is in progress.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine.Rendering](/engine/6000.0/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public static bool pipelineSwitchCompleted { get; }
```

### Remarks

The value is `false` if the render pipeline is in the process of being switched. The value is `true` if the switch has completed and the render pipeline is ready for use.

Unity doesn't switch the render pipeline immediately when you set [GraphicsSettings.currentRenderPipeline](/engine/6000.0/script-reference/unityengine/rendering/graphicssettings/currentrenderpipeline.md) or [QualitySettings.renderPipeline](/engine/6000.0/script-reference/unityengine/qualitysettings/renderpipeline.md). Unity only initializes a new [RenderPipeline](/engine/6000.0/script-reference/unityengine/rendering/renderpipeline.md) instance the first time any [Camera](/engine/6000.0/script-reference/unityengine/camera.md) renders after you set a new [RenderPipelineAsset](/engine/6000.0/script-reference/unityengine/rendering/renderpipelineasset.md). You can use this property to check if this has happened and the switch has finished.

You can also subscribe to the [RenderPipelineManager.activeRenderPipelineAssetChanged](/engine/6000.0/script-reference/unityengine/rendering/renderpipelinemanager/activerenderpipelineassetchanged.md) and [RenderPipelineManager.activeRenderPipelineTypeChanged](/engine/6000.0/script-reference/unityengine/rendering/renderpipelinemanager/activerenderpipelinetypechanged.md) callbacks on the [RenderPipelineManager](/engine/6000.0/script-reference/unityengine/rendering/renderpipelinemanager.md) if you want to receive a callback instead of using a property.
