# IsFinishedRendering(int)

> Checks if a probe has finished a time-sliced render.

## Definition

* **Type:** Method
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public bool IsFinishedRendering(int renderId)
```

### Parameters

**** (\[int]\(https\://learn.microsoft.com/dotnet/api/system.int32)): An integer representing the RenderID as returned by the RenderProbe method.

### Returns

| Type                                                          | Description                                       |
| ------------------------------------------------------------- | ------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | True if the render has finished, false otherwise. |

### Examples

```csharp
using UnityEngine;
using System.Collections;


public class UpdateProbeEvery2Seconds : MonoBehaviour
{
    private int RenderId = -1;
    private ReflectionProbe TheProbe;
    public RenderTexture TargetTexture;

    IEnumerator Start()
    {
        TheProbe = GetComponent<ReflectionProbe>();

        // set the probe to render in time-slicing mode and make sure all faces of the cubemap render the same frame.
        TheProbe.timeSlicingMode = UnityEngine.Rendering.ReflectionProbeTimeSlicingMode.AllFacesAtOnce;
        while (true)
        {
            yield return new WaitForSeconds(2.0f);

            // render the probe over several frames and blit into TargetTexture once finished.
            RenderId = TheProbe.RenderProbe(TargetTexture);
        }
    }

    void Update()
    {
        if (TheProbe.IsFinishedRendering(RenderId))
        {
            // Probe has finished rendering, do something with the render texture
        }
    }
}
```
