Animation State Mirroring doesn't work with looping animations?

I’ve been able to use the Animation State’s “Mirror” functionality on all my non-looping states with great effect. When I try it with a looping animation, the mirror doesn’t work and all I get is a bit of animation stutter. I have the Mirror driven by an animation parameter. If I take the offending looping animation clip and set it to no longer be a loop, the mirroring works fine. Am I missing something or is this a bug?

Also, the looping clip does seem to mirror correctly if I set the mirror flag in the clip itself, but that’s not sufficient for my purposes as I need to be able to be able to flip the mirroring on and off at runtime.

-Rig is Humanoid
-Tested on Unity 2017.1.0p4

So what you want to do is create a new clip that is mirrored and use that new clip as your animation.

Thanks for the tip RevoltinProductions. That’s exactly what I ended up doing as, hopefully, a temporary solution. Unfortunately that has required me to either duplicate all the states that that need both standard and mirrored versions, or put both clips into a blend tree and ensure that one and only one has any weight. Neither solution is ideal.

This guy made a script to manually loop his animations so he could mirror the state at runtime: