Live Link for Unity (Fusion) is mirrored

I’m developing a Unity app that uses 2 ZED2i camera’s to track 15+ bodies. To do this I’m using the Live Link for Unity workflow, with the Fusion module of the SDK specifically. While I’ve lots of questions (like, how do I find or reference my worldspace?) for now I’m trying to find out why the data coming from the LiveLink Fusion C++ is mirrored. If I raise my right arm, my skeleton on screen clearly raises the other arm.

In Unity, you can choose to mirror the animation or not by activating this option:

Thanks, yes I do know about that checkbox (marked it as solution because it technically is). It’s just that the OpenGL view from the Fusion sender shows it’s mirrored originally so un-mirroring it in Unity seems unneccecary if I can just tell the ZED cam (or the Fusion module) to NOT do the initial mirroring.
But all is trivial I guess since it’s no more than a -1 scale on the Z-axis anyway