# MarkProbePositionsDirty()

> Informs the Light Probe Editor tool that you have modified the probe positions.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor.Rendering](/engine/6000.6/script-reference/unityeditor/rendering.md)
* **Assembly:** UnityEditor.CoreModule

```csharp
public static void MarkProbePositionsDirty()
```

### Remarks

This method refreshes the preview Tetrahedra visible in the Scene View, representing the current state. If no Probes are being edited, this method doesn't do anything.

### Examples

```csharp
using UnityEditor;
using UnityEditor.Rendering;
using UnityEngine;

public static class ProbeEditingDemo
{
    [MenuItem("Example/Move first probe up by 1Y")]
    private static void CenterFirstProbe()
    {
        if (!LightProbeGroupEditorUtility.probesAreBeingEdited)
        {
            Debug.Log("No probes are being edited");
            return;
        }
        var selection = Selection.activeGameObject.GetComponent<LightProbeGroup>();
        Vector3[] probePositions = new Vector3[selection.probePositions.Length];
        selection.probePositions.CopyTo(probePositions, 0);
        probePositions[0].y += 1;
        selection.probePositions = probePositions;
        // If you comment out the following call, the Tetrahedra will continue to show the old state
        LightProbeGroupEditorUtility.MarkProbePositionsDirty();
    }
}
```
