I've got a player swinging a sword, this animation is controlled by a state machine. However, I don't want the player to be continuously swinging the sword when he's attacking -- I want him to swing once, wait a bit, then swing again. The animation in the animator controller has a speed variable I can control, but this merely makes each swing slower or faster -- I want the swing speed to be the same, just have a pause before the animation loops again. How should I do it?
Another option is to add idle frames to the attack animation strip to fit the timing that you want, but it's less efficient than passing a delay as Jon suggests.
Alternatively if you are using the AnimationState object, you can impose delays between transitions between the looping of the attack state.