Just wanted to share my solution

public class PaddleMove : MonoBehaviour
{
    [SerializeField] float gameUnitWidth = 16f;
    [SerializeField] float xMinOffset = 14.66f;
    [SerializeField] float xMaxOffset = 1.34f;

    void Start()
    {
        
    }
    void Update()
    {
        float xCalcUnits = Screen.width / Screen.width * gameUnitWidth; 
// had an interesting bug fix here ^^ where the paddle was not on the screen because without "Screen.width / Screen.width" the position got all messed up, due to you know "math"
        float xMin = (xCalcUnits - xMinOffset);
        float xMax = (xCalcUnits - xMaxOffset);
        float xPos = Input.mousePosition.x / Screen.width * gameUnitWidth;


        Debug.Log(Input.mousePosition.x / Screen.width * gameUnitWidth);
        float mousePaddleXInUnits = Mathf.Clamp(xPos, xMin, xMax);
        Vector2 paddlePosition = new Vector2(mousePaddleXInUnits, transform.position.y);
        transform.position = paddlePosition;
    }
}

Privacy & Terms