# Tick(SceneStateHash, IScriptableBakedReflectionSystemStageNotifier)

> This method is called every Editor update until the ScriptableBakedReflectionSystem indicates that the baking is complete, with handle.SetIsDone(true). (See IScriptableBakedReflectionSystemStageNotifier.SetIsDone ).

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor.Experimental.Rendering](/engine/6000.5/script-reference/unityeditor/experimental/rendering.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
void Tick(SceneStateHash sceneStateHash, IScriptableBakedReflectionSystemStageNotifier handle)
```

### Parameters

**** (\[SceneStateHash]\(/engine/6000.5/script-reference/unityeditor/experimental/rendering/scenestatehash)): Current Scene state hash.**** (\[IScriptableBakedReflectionSystemStageNotifier]\(/engine/6000.5/script-reference/unityeditor/experimental/rendering/iscriptablebakedreflectionsystemstagenotifier)): A handle to receive notifications about the status of the stages of the baking process.

### Remarks

You should use this to check if a bake is required by comparing the provided hashes (or your own hashes) with the baked data.

If you detect any changes, then this is the place to prepare and launch baking jobs. While the jobs are running, you can indicate their progress with the `handle.EnterStage(stage, progressMessage, progress)` call. See [IScriptableBakedReflectionSystemStageNotifier.EnterStage](/engine/6000.5/script-reference/unityeditor/experimental/rendering/iscriptablebakedreflectionsystemstagenotifier/enterstage.md).

See [IScriptableBakedReflectionSystem](/engine/6000.5/script-reference/unityeditor/experimental/rendering/iscriptablebakedreflectionsystem.md) for examples.
