# StreamingState(bool, ulong)

> Create a StreamingState object, ready to be used with the streaming API

## Definition

* **Type:** Constructor
* **Namespace:** [Unity.Collections](/engine/6000.7/script-reference/unity/collections.md)
* **Assembly:** UnityEngine.ManagedKernelModule

```csharp
public StreamingState(bool isHash64, ulong seed = 0)
```

### Parameters

**** (\[bool]\(https\://learn.microsoft.com/dotnet/api/system.boolean)): true if we are computing a 64bits hash value, false if we are computing a 128bits one**** (\[ulong]\(https\://learn.microsoft.com/dotnet/api/system.uint64)): A seed value to be used to compute the hash, default is 0

### Remarks

Once the object is constructed, you can call the [xxHash3.StreamingState.Update](/engine/6000.7/script-reference/unity/collections/xxhash3/streamingstate/update.md) method as many times as you want to accumulate data to hash. When all the data has been sent, call [xxHash3.StreamingState.DigestHash64](/engine/6000.7/script-reference/unity/collections/xxhash3/streamingstate/digesthash64.md) or [xxHash3.StreamingState.DigestHash128](/engine/6000.7/script-reference/unity/collections/xxhash3/streamingstate/digesthash128.md) to retrieve the corresponding key, the [xxHash3.StreamingState](/engine/6000.7/script-reference/unity/collections/xxhash3/streamingstate.md) instance will then be reset, using the same hash key size and same Seed in order to be ready to be used again.
