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[Regarding macOS Tahoe](Updated October 16, 2025)
macOS v26 Tahoe is now supported!
We advise against upgrading your macOS at this time as it may cause Live2D products not to function correctly.
Upgrading macOS can also cause you to lose your Cubism Editor license file.
Please make sure to deactivate your Cubism Editor license before upgrading the macOS.
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motionController.PlayAnimation(clip, layer, prio, looping, SPEED);
Comments
Thank you for always using our products.
The motionController.PlayAnimation() method in the Cubism SDK for Unity does not currently support playback speed control.
Best regards.
MotionController.PlayAnimation() does have a speed param, so I'm a bit confused. I suppose it just doesn't work as intended in certain situations (with fades in particular)? Is there a particular way you'd recommend to control the playback speed, with the Animator approach for example? Are there plans to solve the issue in the upcoming updates, perhaps?
Thank you
animator.Play(state, 0);animator.speed = 0.2f;Are there plans to address the issue? Changing playback speed is rudimentary functionality for animation software, so it's a little puzzling that it doesn't work, to be honest. I can think of hundreds of different scenarios where it would be useful in a Unity project, whether it's a game with different spell effects (freezing effect, which slows animations down, for example), VTubing software, or anything else. I'd really appreciate it if you could share your thoughts on this.
Thank you.
The Cubism SDK for Unity includes a feature that smooths transitions between playing animations, but this feature does not support playback speed control.
If you want to control the playback speed of a Cubism model’s animations in Unity, please remove the `CubismFadeController` from the model’s Prefab and play the animations using the Animator.
We will share your request for playback speed control with the development team.
Best regards.
Meanwhile, you can make a suggestion on the Spine2D forums, and it'll be implemented literally the next day (real story). I look at the Live2D changelog, and it's updated once every few months. On the other hand, Spine's updated every couple of days. Live2D is a subscription, you pay roughly 300 dollars to use it for three years. Spine2D is a one-time payment, you pay roughly 300 dollars and use it forever.
My 3-year subscription plan is running out in two months, and quite frankly, I don't know if I'll be renewing it at this point. It just feels like I chose the wrong software.