In version 5.5.1 on the animator there was a GetTime and SetTime, these are now missing in version 5.6.
I was using this to sync animations across a network application when the player joined.
What alternatives are there now to sync an animation that is currently already playing on 1 machine and needs to sync to the joining machine.
Thanks.
no one? 
for a quick change to the question, how does one sync animations across a network?
I need to do this too, and have just started looking into it.
The closest thing I have found so far is https://docs.unity3d.com/ScriptReference/Animator.Update.html
It is not clear to me how this interacts with the usual update of the animator before LateUpdate though. I don’t imagine this would work well with a rewind/negative deltaTime, but that is not a requirement for me.
edit: I did a bit more reading, and now am leaning towards using Animator.Crossfade, with a state hash and normalized time decided by my interpolation code, for the network snapshots I will populate with GetCurrentAnimatorStateInfo (hash, normalized time, duration). I can use GetNextAnimatorStateInfo to send with each snapshot, to provide a little bit of a buffer to handle the case where snapshots were lost for an animation state hash.
(If you are using Unity’s built in networking, there is already a component to do this kind of syncing for you)