As a Roblox developer it is currently very clunky to interpret a Vector2 into UDim2.

Currently, we have to take both dimensions of a Vector2 and push it into a UDim new constructor., Vector2.X, 0, Vector2.Y)

Now naturally, this wouldn’t be a problem if this was it. However, properties such as UILayout.AbsoluteContentSize are stored in Vector2, not UDim2.

If Roblox were to address this issue it would allow us to speed up time coding as it means we only need to parse the Vector directly, and not have to use its dimensions.


Is UDim2.fromOffset(someVector2.X, someVector2.Y) better? It eliminates the need to specify the scale for UDim2. Manually indexing the X/Y of the Vector2 is still required, but this is fairly common for anything involving vectors.