Quick answer: Author the clips so left-foot-down lands at the same normalized time, and rely on the blend tree's automatic time-normalization or match clip lengths to keep footfalls aligned.
Blending walk into run should keep feet planted, but if the two clips have different stride timing, the feet skate during the blend. The fix is to phase-align the cycles. Here is how.
How to fix it
1. Align the cycle offsets
Re-key or set the clip Cycle Offset so left-foot-contact occurs at the same normalized time in every clip in the tree. Misaligned contacts are the direct cause of the slide.
2. Let the blend tree normalize time
A 1D blend tree plays its clips at a shared normalized time. Make sure you are not overriding clip speed per-motion in a way that desyncs the cycles.
3. Tune speed thresholds
Map the blend parameter to real movement speed so the played stride matches ground speed. A clip playing faster or slower than the character moves also reads as sliding feet.
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.
Most of the time the fix is small. Seeing the failure clearly is the part that actually costs you.