Why does a character get Fate points from invocation only at the end of a scene in Fate Core?

This answer to "What happens to the fate point after a character invokes an aspect?" shows that in DFRPG (per Your Story, p. 106):

if you’re invoking an aspect on another PC or on a NPC to gain an advantage over them, that character will receive the fate point you spent, either at the end of the exchange (in conflict, see page 197) or at the end of the scene (outside of conflict).

But in Fate Core (p. 81):

if someone pays a fate point to invoke an aspect attached to your character, you gain their fate point at the end of the scene.

Why did Evil Hat change invocation so that Fate points are given out only at the end of a scene?

What is the scene depicted in the second “Waterdeep Digital Background” art?

In the Free Remote D&D Resources archive that Wizards of the Coast is providing, for April 30, 2020 there is a “Waterdeep Digital Backgrounds” zip file that includes artwork that one might be able to use as a background while videoconferencing. The second file (named “DnD_Video_bg-WDDH2”) looks to be a scene outside of Waterdeep proper, with people along a path, a building (maybe some kind of temple), and the wall of Waterdeep in the background. I’m presuming putting a smaller version here counts as fair use:

Waterdeep scene 2

What is that building, and more generally where is this scene set? Is it part of the Waterdeep: Dragon Heist book or storyline? (I don’t remember seeing it in there, though probably I just missed it, but the filename saying “WDDH” makes me think it’s related.)

How to incorporate powerful allied heroes in a fighting scene in Masks?

I understand what an powerful allied hero should do in a fight to make the fiction interesting (be powerful but not quite powerful enough to get it handled all by them self; be powerful but ignore parts of the situation etc…). What I have trouble with is, how do I incorporate these things in the flow of the game?

Let’s get a bit more specific with an example: The Legacy’s dad is a powerful and well respected super hero. The big bad villain is the Legacy’s family arch-nemesis and is about to attack their stately home. The Legacy, their team and their dad are present to defend it.
I start to describe the scene. What the Villain does, who their allies are and what they do and how the Legacy’s dad is fighting them. So far so good. The dad can be presented as a strong hero here who is simply outnumbered due to the huge amount of allies of the Villain. So the heroes have to step in an help.
But during the play I have trouble to keep this narrative alive. I start with “What do you do?” And the players describe their actions. They trigger some moves (Asses, Unleash, Engage…) and we play them out. They either succeed or they fail. In the latter I make a GM move and let something bad happen. Then I go back to asking “What do you do?”.

My issue now is, I have limited agenda over the fiction when the players succeed with their rolls. The only times I’m able to come up with stuff on my own it has to be something bad. Sure, I can make the Villain badly beat up the Legacy’s dad and that feels like a good GM move. But if that’s the only interaction the Legacy’s dad has during the whole encounter, it makes him feel weak and useless.

tl;dr: How do I make the NPC hero feel strong while following the usual flow of “PCs trigger moves that succeed and they do something cool or they fail and the GM does something horrible”?

procedural object doesn’t work in Scene due to OnValidate()

I was following some tutorial on procedural generation and ran into this issue where I’m getting errors and when they are not. I’ve slimmed the code down for the following example but…

private void OnValidate() {     test(); }  void test() {     GameObject meshObj = new GameObject("empty"); } 

SendMessage cannot be called during Awake, CheckConsistency, or OnValidate UnityEngine.GameObject:.ctor(String)

why is this happening for me?

Appropriate Obstacles for a “Find and Question” scene

In my game, my players want to ask Arianna of Southton questions about the Gorgov family necklace. This seems like a good opportunity for a legwork scene where they have to find her within the church and then ask her questions.

My question is how this fits within the mechanical structure of DCO.

Specifically, is finding her the obstacle, or is interrogating her the obstacle?

Also, as they question her, does that automatically count as a drama scene of interrogation, or can it just be handled using skill rolls (e.g. lie/convince) without attacks?

Unity WebGL out of memory crash if load scene multiple times

When my game starts it loads a base scene, and then loads other secondary scenes on top of that base scene.

To load the secondary scene on top of the base scene, this is the code to load the scene additively

Code (CSharp):

            using (downloadWWW = new WWW(url)) {             yield return downloadWWW;                  if (downloadWWW.assetBundle != null) {                     GlobalData.assetBundle = downloadWWW.assetBundle;                     GlobalData.loadedBundleScene = "sceneName";                     SceneManager.LoadScene("sceneName", LoadSceneMode.Additive);                } 

Then later when i want to load another scene i remove the secondary scene like this

Code (CSharp):

SceneManager.UnloadScene("sceneName"); // same result using UnloadSceneAsync GlobalData.assetBundle.Unload(true); Resources.UnloadUnusedAssets(); 

(im really using UnloadSceneAsync, i just show UnloadScene to make it easier to read here)

This should have unloaded the secondary scene, then i call the top code again to load another scene on top of the base scene.

If it repeat this cycle 3 or 4 times the browser crashes with out of memory.

No crash in the editor, profiler shows the memory constant over multiple scene loads of the same scene (editor) while doing the same thing crashes in the browser.

Anybody knows what causes this?