Hello all, I have also asked this question over at Unity Answers (http://answers.unity3d.com/question...ting-for-speed-multiplie.html#comment-1226807) and am patiently awaiting an answer, but figured I'd post here too for more visibility. I have searched the forums/docs for a way to do this and found a few out-of-date 4.x threads which suggest it isn't possible. I'm wondering if things have changed since then. ISSUE Although I can look up the base length of whatever clip is currently being used by a state via animator.runtimeAnimatorController, I cannot account for the state's various speed multipliers that will affect the final clip length. The multipliers are available in AnimatorStateInfo, but Unity only gives us GetCurrentAnimatorStateInfo and GetNextAnimatorStateInfo. I would like to be able to access this information for any state in the animator. I was hoping for something like GetAnimatorStateInfo(string stateName) but I haven't found anything like that in the documentation. Is there another way? CONTEXT: In my 2D game, the player's animator controller has some fixed set of states (idle, move, action, etc.). I use AnimatorOverrideController to change the clips associated with these states dynamically at runtime, e.g. equipping a tool changes the clip associated with the "action" state. This simplifies the animator controller and allows for things like changing the players visible equipment. I use speed parameters in the animator controller to adjust the speed of a state dynamically for things like movement speed, but I'm also adjusting the state's actual speed as a convenient way to fine tune the base speed of the animation clips. Hard coding the speed values is out, and I would also like to avoid changing the frame rate of the clips themselves in the animation view as this is very slow and difficult to make tweaks. Thanks in advance!