> For the complete documentation index, see [llms.txt](https://community.threekit.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://community.threekit.com/releases/2021/2021.2.0-january-14-2021.md).

# 2021.2.0 - January 14, 2021

Environments

`Preview`, `Admin-FTS`

###

### Augmented Reality

**Generate AR** at scale to create the fastest experiences and review AR assets. We’ve expanded the Render workflow to include AR as an output type. Select AR and whether you want to generate `glb` (Android) or `USDZ` (Apple).

<img src="/files/PbS0KykkuD81ZUzwzZyZ" alt="" width="413">

**Rapid Compact asset optimization** library has been added to crunch `glb` and `usdz` assets for the best file size. Using ‘Rapid Compact Commands’ you can set specific optimization settings. You can save and reuse these settings using the `Preset` feature.

*Please note that this is a pay-per-use service, speak to our Customer Success team to learn more*

### Assets

**Add Asset** screen has been updated to group asset types and provide sub-types via dropdowns:

![](/files/NGGoPcfXZOq0YhA8uqOo)

**Material Proxy Operator** provides the ability to create a “universal material” that can be used across experiences: you can specify a separate material for WebGL 3D, Virtual Photography using VRay, and for Augmented Reality to generate the best experiences. This also means that you can use one Catalog record to reference a single Proxy Material.

Convert any existing materials to a Proxy Material using the “Convert” button in the Properties Panel:<br>

<figure><img src="/files/4oMqh64N4cc8B8gViBAc" alt="" width="525"><figcaption></figcaption></figure>

Your original Material is retained and you are provided slots for alternative Materials by output type:

<img src="/files/lQYHt1k9h1uXytrr7HHD" alt="" width="527">

You can also use logic to set these values:

![](/files/sLqzIKt5CpVgicjChl2R)

### Performance

**Performance Best Practices** has been published and is available [here](/learn/workflows/best-practices/performance-considerations.md). The best practices help with optimization assets, using caching, and the player loading improvements we’ve implemented.

### Bugs / Cases

GL6254 - Asset autosave doesn’t work with custom scripts\
GL6350 - Clara importer doesn’t work with async scengraph refactor


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