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I only remember one Unity game I had animation problems with and that was said to be caused by 120Hz Monitor refresh rate. Nobody could tell me how VSync and or different refresh rates could affect animation timing, unless that programm (engine) part is totaly broken and should be fixed.
I can try to force VSync for this game even though it should be application controlled. I report back then.
Forced VSync: No effect
VSync Adaptive (half refresh rate): No effect
If I switch to windowed (ALT+ENTER) it uses my adaptive VSync setting capping it at 60 Fps and the Walk animation is ok. Switching back to fullscreen it caps at 120 Fps (my Monitor refresh rate) and the walk animation is off.
Still no Idia why it only affects the walk and not the run animation though (in the other game I had those problems it was the run and not the walk animation ...)
Since STASIS seems to need 60 fps, you should enforce 60 fps by the game itself. Because not every monitor runs at 60 Hz. Even if all graphic drivers correctly implement VSync in all circumstances (and relying on that seems dumb to me if its crucial to have 60 Fps lock as in this case) the game won't run correctly on monitors set to higher refresh rates, making it an even worse decision to rely on the VSync.
(I assume you don't have direct inluence on this, since STASI uses the Visionair engine. But I assume you can talk to the makers of that engine and request a fix for it).
That said I don't think it will ever fixed. It for sure never was for any Unity games I know of. But perhaps you can surprise me.