As a Roblox developer, it is currently impossible to render EditableMeshes inside of ViewportFrames. This is blocking our use case on Clip It of drawing 2D polygon shapes inside of UI. If Roblox supported this feature, it would allow us to draw scalable vectors in UI, which would vastly simplify our icon authoring workflow.
Scalable vectors are a massive use case of EditableMeshes inside of ViewportFrames that would allow developers to create vastly more interesting UI than they can today.
I also support this, though I’ll say that we probably just need an actual dedicated vector geometry container by this point. Using UI elements for everything is too heavy and we lose out on desirable features like antialiasing.
It’s gotten to the point where every single icon in my plugins are just ViewportFrames now, because I need a medium that can adequately support my animated icon tech without all the pixelation and integer coordinate restrictions that come with UI today.
ViewportFrames aren’t perfect for this - they don’t respect DPI, which really hurts for 16x16 icons, and they get throttled sometimes - but they’re the least worst container we’ve got.