# L4RA curb recovery drive check (r281)

This capture checks what happens when the WebGL player reaches a pavement edge
at the casino junction. It used the packaged viewer in the existing Vulkan
Chrome session at `?debug&route=450&distance=510&radius=120`.

The 240SX reached approximately `(-902.83, -367.52)` and stopped at the curb.
The rejected movement sample found pavement at the car center and two of its
four wheel anchors; the other two anchors had no road triangles. The player
support rule requires at least three supported wheel anchors, so forward
movement stopped instead of letting half the car pass over the sidewalk.

Holding **S** reversed the car about 19.5 world units to
`(-898.73, -386.45)`. Pressing **W** then took it back onto the intersection
surface. The final capture shows the 240SX on the road with six ambient cars
reported upright (world-up Z from `0.9994` to `1.0000`), no building or traffic
collision recorded, and the page still at “City scene ready.”

The screenshot is [417-r281-curb-recovery.png](../webgl-city/review/images/417-r281-curb-recovery.png).
The road-failure debug object is sticky, so its presence after recovery does
not indicate a continuing collision; the player coordinates had changed and
the car was moving again. This confirms reverse recovery at this curb but does
not establish that every intersection mesh or curb is collision-complete.
