uppababy vista 2017 vs 2019 UPPAbaby Vista V2 Rumble Seat
SKU: 44967816198
uppababy vista 2017 vs 2019

uppababy vista 2017 vs 2019 UPPAbaby Vista V2 Rumble Seat

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Description

uppababy vista 2017 vs 2019 UPPAbaby Vista V2 Rumble SeatUPPAbaby Vista Rumbleseat V2 for Sale The UPPAbaby Vista Rumbleseat V2 is a great addition to the UPPAbaby Vista V2. Quick glance features: Looking to turn your UPPAbaby Vista V2 Stroller into a double? Add the UPPAbaby Vista Rumbleseat V2! The UPPAbaby Vista Rumbleseat V2 converts the UPPAbaby Vista V2 stroller from a single stroller to a double stroller to accommodate a growing family or families with multiples. Features of UPPAbaby Vista Rumbleseat

UPPAbaby Vista Rumbleseat V2 for Sale

The UPPAbaby Vista Rumbleseat V2 is a great addition to the UPPAbaby Vista V2. Quick glance features:

        

Looking to turn your UPPAbaby Vista V2 Stroller into a double?  Add the UPPAbaby Vista Rumbleseat V2!

The UPPAbaby Vista Rumbleseat V2 converts the UPPAbaby Vista V2 stroller from a single stroller to a double stroller to accommodate a growing family or families with multiples. 

Features of UPPAbaby Vista Rumbleseat V2:

  • Compatible with UPPAbaby Vista Stroller model years 2015, 2016, 2017, 2018, and 2019 and the UPPAbaby Vista V2 Stroller model year 2020 and newer.
  • Can be used with the Toddler Seat, Bassinet or Infant Car Seat to convert the Uppababy Vista or Vista V2 to a double stroller.  Use of the Vista Piggyback allows a third child to ride.
  • Available in several fabrics to coordinate with your VISTA or VISTA V2 Stroller.
  • Reclining seat can be positioned forward facing or rear facing.
  • Seat features a no re-thread, 5-point safety harness.
  • Canopy is removable and contains an extendable sunshade rated UPF 50+.
  • Includes leather bumper bar cover
  • Suitable for kids from 3 months to 35 lbs or 36 inches (whichever comes first)

UPPABABY VISTA RUMBLESEAT V2 DIMENSIONS AND SPECIFICATIONS

Rumbleseat Height:

30.5 inches

Rumbleseat Weight:

7 lbs

Seat Back Height:

17 - 20 inches

Seat Width:

15 inches

Seat Depth:

8.5 inches

Maximum Child Height:

36 inches

Maximum Child Weight:

35 lbs

Minimum Child Age:

3 months


Uppababy Vista Rumbleseat V2 FAQ

Do I need an adapter to use the Uppababy Vista Rumbleseat?

  • Yes. To use the Uppababy Vista V2 Rumbleseat, customers will need to purchase an upper adapter separately to move the placement of the existing toddler seat, car seat, or bassinet to accommodate the Vista Rumbleseat V2.  The adapter to attach the Rumbleseat to the stroller is included with the purchase of the Vista V2 Rumbleseat.

Which Rumbleseat is compatible with my Uppababy Vista or Vista V2?

  • The Rumbleseat V2 and 2018/2019 Rumbleseat are both compatible with Vista and Vista V2 model years 2015 - current.  

Can the UPPAbaby Vista Rumbleseat V2 be used to covert an UPPAbaby Cruz to a double stroller?

  • No. The Rumbleseat is only compatible with Vista and Vista V2 model strollers.
What is the difference between the 2018/2019 UPPAbaby Vista Rumbleseat and the 2020 UPPAbaby Vista Rumbleseat V2?
  • The Rumbleseat V2 features a no re-thread harness, an extended footrest, yellow visual indicators to indicate that it is installed correctly, and a sun canopy with a zip out fabric extender.
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      Exchange/Return Notes
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      SKU: 44967816198

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      Tinkerer
      Port Orchard, US
      ★★★★★ 5
      There's nothing else out there that's this comprehensive
      Format: Hardcover
      Unlike my last review, this one I'm happy to write. I'm a game engine programmer, but I don't have a long history with games, and how their engines are typically structured. Every in-house AAA engine will be different of course, and obviously you won't find books (or typically any docs at all really) on the structure of these behemoths, so the best you can hope for is something that tries to give you the high level overview of what to look for - how a tools pipeline is setup, what subsystems to expect, how they interact, etc. This book provides all of that, and so, so much more. I really can't believe how much is packed in this thing. A really nice section on OS fundamentals, extensive coverage of concurrent programming, tools, audio, physics, it's all there (in one way or another). Like most of these kinds of books, you probably don't want to try and read it front to back (although that would be awesome, who has the time for that?) Instead, I've been going to sections on an as-needed basis and picking up just the stuff I need most at that time, and it's been great. I'm at the point in my career where I'm just not buying as many books as I used to, either because they don't deliver on their promises, they only cover the basics, or they just rehash things that have already been covered extensively in other books. This book's definitely got me excited, because it provides a ton of real-world info that's hard to get anywhere else. 100% recommend to anyone new to game engine software development. UPDATE: 6 months later, and this book continues to amaze. After studying every line of code in the section on memory allocators, I've added this feature to my engine and it works great. Same with quaternions. I just keep finding myself reaching for this book! What a great resource, rock solid.
      WAS THIS REVIEW HELPFUL?YesReportShare
      Reviewed in the United States on August 18, 2019
      R
      Verified Purchase
      robert thompson
      Alexandria, US
      ★★★★★ 5
      Don't peek at the next page.
      Format: Hardcover
      Basically, best practices in game engine architecture, citing a wide array of game engines used by a wide array of top game makers. Out of a ~1150 page book: The longest chapter is ~150 pages, on Parallelism and Concurrent Programming. Rendering Engine is ~100 pages Collision and Rigid Body Dynamics is ~100 pages 3D Math for Games is ~50 pages I had hoped for treatments on quaternion camera and for entity component system, but alas, no. What I did get was still crucial. The most illuminating guidance was in Engine Support Systems (~50 pages) which talked about best Memory Management, and in Game Loop and Real-Time Simulation which talks about ideal orders of operations in a highly efficient game loop. The first 400 pages of this book are not exclusive to games. A new programmer that wants to do high performance programming can gain a lot from this before it gets into 'primarily' game topics. My strategy for getting through this whale was to never peek at the next page. I did not read (Character) Animation Systems (~100 pages) or Audio (~100 pages), as I do not need them at this time. You can certainly damage the book if you don't keep in mind its weight, or if you do that maneuver where you forcibly open it against its spine. I did that and the binding popped off the backing. It's all in one piece, and it's easier to read. It's a big tome.
      WAS THIS REVIEW HELPFUL?YesReportShare
      Reviewed in the United States on February 6, 2022
      V
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      Vincent Marias
      Alexandria, US
      ★★★★★ 5
      The Bible, if it was good
      Format: Hardcover
      I’m not kidding when I say the first 350 pages of this book are quite literally an entire computer science degree. In fact, many CS majors would learn more about some of these subjects here than in their classes. I’m incredibly impressed with the thoroughness and depth of this absolute tome, and I’ll be far more impressed if the binding is able to hold on to all 1200 pages for the whole time it takes me to read it.
      WAS THIS REVIEW HELPFUL?YesReportShare
      Reviewed in the United States on October 29, 2024
      J
      Verified Purchase
      Joan Rubio
      Los Angeles, US
      ★★★★★ 5
      Imprescindible
      Format: Hardcover
      Libro esencial para entender aspectos técnicos y completar la formación de los estudios universitarios .
      WAS THIS REVIEW HELPFUL?YesReportShare
      Reviewed in the United States on October 15, 2025
      P
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      Piotr S.
      Bozeman, US
      ★★★★★ 5
      good quality
      Format: Hardcover, Format: Hardcover
      Content is top notch as always. My 5-stars go mainly to reflect print quality of the book. Text is nice and clear, binding is done in proper cloth spine binding as you would expect from hardcover edition. Ordered my book on Feb 5th, 2019 and received it on Feb 11th, 2019. The book feels solid not like to fall apart right away. No issues like those reported for "Real-Time Rendering, 4th Edition" or "Physically Based Rendering: From Theory to Implementation 3rd Edition" or "3D Math Primer for Graphics and Game Development, 2nd Edition". This one is a keeper, so sad some other CG books had to go beacuse of the quality "issues".
      WAS THIS REVIEW HELPFUL?YesReportShare
      Reviewed in the United States on February 13, 2019

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