Animator Controller Speed

Workaround

Other than updating to a newer version of Unity, there's only one known workaround (and it's not very good):

  1. Create a Float Parameter.
  2. Select all of the states in the Animator Controller.
  3. Enable theirSpeed Multiplier and set it to use the parameter you just created.
  4. Repeat steps 2 and 3 for each layer and sub-state machine.
  5. Now you can use ControllerState.SetFloat("Parameter Name", speed); to control the speed of all states.

Unfortunately, that only affects the states themselves, not the transitions between them.