     
     private var didFetchInitialLocation = false
     
+    ///Only to be overrided if you plan on manually setting True North.
+    ///When true, sets up the scene to face what the device considers to be True North.
+    ///This can be inaccurate, hence the option to override it.
+    ///The functions for altering True North can be used irrespective of this value,
+    ///but if the scene is oriented to true north, it will update without warning,
+    ///thus affecting your alterations.
+    ///The initial value of this property is respected.
+    public var orientToTrueNorth = true
+    
     //MARK: Setup
     override init(frame: CGRect) {
         super.init(frame: frame)

        // Create a session configuration
        let configuration = ARWorldTrackingSessionConfiguration()
        configuration.planeDetection = .horizontal
        configuration.worldAlignment = .gravityAndHeading
        
        // Run the view's session
        sceneView.session.run(configuration)

        updatePositionOfLocationNodesWithConfirmedLocation()
    }
    
    //MARK: True North
    ///iOS can be inaccurate when setting true north
    ///The scene is oriented to true north, and will update its heading when it gets a more accurate reading
    ///You can disable this through setting the
    ///These functions provide manual overriding of the scene heading,
    /// if you have a more precise idea of where True North is
    ///The goal is for the True North orientation problems to be resolved
    ///At which point these functions would no longer be useful
    
    ///Moves the scene heading clockwise by 1 degree
    ///Intended for correctional purposes
    public func moveSceneHeadingClockwise() {
        sceneNode?.eulerAngles.y -= Float(1).degreesToRadians
    }
    
    ///Moves the scene heading anti-clockwise by 1 degree
    ///Intended for correctional purposes
    public func moveSceneHeadingAntiClockwise() {
        sceneNode?.eulerAngles.y += Float(1).degreesToRadians
    }
    
    ///Resets the scene heading to 0
    func resetSceneHeading() {
        sceneNode?.eulerAngles.y = 0
    }
    
    //MARK: Scene location estimates
