I wanted to post an actual gif of some progress being made right now. But as you can see H scenes are now visually working. There are of course still several bugs and things to fix as this is an early version of the end result and just one small part of an active H scene.
I'm going to make a new downed animation for the player character, the one I'm using right now is just temporary and reused from a different animation. As mentioned before with the ways to get this done I've gone and decided with the third gameObject idea. The new gameObject will play the animations for both the enemy and the player. In this scene the enemy and player are actually just being hidden and deactivated while the gameObject teleports to their location and picks an appropriate scene to play.
A lot of the coding right now is pretty difficult for me and I know it doesn't seem like much to just say "hey the animation is working now", but it's a bit of a milestone in actuality. Piece by piece this system is being made, and every day of progress is a day closer to getting it done.
As usual thank you for those supporting. I don't want to make any promises I can't keep but I want to say that I'd -like- to be completely done with the H system by the end of October so that I can get back to work on more H scenes and enemy types. But as always my time schedule is hectic and I can't guarantee an actual deadline.