Found the bug, thanks!
Had a Vector2[] that was double the supposed size because it's constructed from a float[] that comes from Spine.
So the (0,0) coords are actually the 2nd half of the Vector2[] with nothing in it.
Should be fixed in the next beta.
If you have the latest 3.5 beta runtime (beta 3), the fix is:
Go to SkeletonExtensions.cs line 151
Change the GetWorldVertices method code to this:
public static Vector2[] GetWorldVertices (this VertexAttachment a, Slot slot, Vector2[] buffer) {
int worldVertsLength = a.worldVerticesLength;
int bufferTargetSize = worldVertsLength >> 1; // this is the correct value
buffer = buffer ?? new Vector2[bufferTargetSize];
if (buffer.Length < bufferTargetSize) throw new System.ArgumentException(string.Format("Vector2 buffer too small. {0} requires an array of size {1}. Use the attachment's .WorldVerticesLength to get the correct size.", a.Name, worldVertsLength), "buffer");
var floats = new float[worldVertsLength];
a.ComputeWorldVertices(slot, floats);
for (int i = 0, n = worldVertsLength >> 1; i < n; i++) {
int j = i * 2;
buffer[i] = new Vector2(floats[j], floats[j + 1]);
}
return buffer;
}