Quick answer: On the state, enable the Multiplier under Speed and bind it to your float parameter, then set that parameter at runtime to scale playback.
Scaling an attack's speed via a parameter only works if the state's Speed Multiplier is wired to it. If SetFloat has no visible effect, the binding is missing. Here is how to connect it.
How to fix it
1. Enable the speed multiplier
Select the state, and under Speed tick the Multiplier box. Then choose your float parameter (for example AttackSpeed) from the dropdown that appears.
2. Set the parameter at runtime
Call animator.SetFloat("AttackSpeed", 1.5f) to play the state 50% faster. The base Speed field multiplies with the parameter, so keep the base at 1 unless intended.
3. Avoid scaling Time.timeScale by accident
If only some animations should speed up, do not change Time.timeScale, which affects everything. Per-state multipliers isolate the effect to one clip.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.