Hi,
Maybe I'm wrong, but I encountered a suspicious issue. Starling's runtime includes a example with the walking boy. Setting a position for the boy looks like:
private var skeleton:SkeletonAnimationSprite;
skeleton.x = 320;
skeleton.y = 420;
SkeletonAnimationSprite is a Starling's sprite, so we set a starling.displayObject coordinates (not a Spine's skeleton coordinates). The Spine's skeleton will be have (0,0) all the time, but a Spine's manual says, that x,y should be „The drawing position of the skeleton in world coordinates.”
I think the example should have form:
private var skeleton:SkeletonAnimationSprite;
skeleton.skeleton.x = 320;
skeleton.skeleton.y = 420;
I know it is very simple example and a visual effect will be the same for both solutions, but I think first code includes a dangerous guidepost. If we set only Starling's coordinates we can't use, for example, a Spine's native „hitTest” or „containsPoint”/”intersectsSegment” (bounding box functions). They require proper world coordinates from Spine's skeleton and they don't use Starling's world coordinates.