Android Studio Build Wear OS module not building - wear-os

So. In my Android Studio project there is both an App for mobile and a module for wear OS. Debugging works perfect. The app can communicate with the wear app when i install it via androids debugging.
But when i try to build signed app bundles, there is only one aab file. Then yea the wear app might be included that, so i try to upload it to playstore, but the playstore doesnt seem to recognize the wear module and doesnt even show an option to add wear screenshots, as if theres no wear module.
I cant seem to find a solution for day. And there is so little discussion on Stackoverflow and other places about Wear OS
I tried to select the either app or wearapp for creating aab but either way it just made one.
Secondly the package names and build versions are the same.

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What defines an unknown source in Android Auto

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My team and I are developping an Android Auto enabled app. And it appears to me this app is only available in my car unit, when I enable unknown sources in the Android Auto app.
However I'm wondering what defines an unknown source and how do I make sure my app is not an unknown source. Does Android Auto communicate with the Google Play Services for this or do i need to sign the APK with specific data?
How are you deploying your app? If you are deploying with Android Studio: as I recall you won't see it on your real automotive head unit, just the emulator. To show on the head unit it needs to be deployed in the Play Store, at least in developer and pre-release mode while under development.
First of all: Android Auto runs on your own device, meaning it adapts the same permissions you granted to particular apps. If your app doesn't have an app in the normal UI or you didn't open it on your phone once, then it would usually prompt you to grant permissions the first time you open it.
An unknown source is pretty much any way of getting your app outside of the Google Play Store (and OEM-specific app stores like Samsung App Store for Samsung devices etc.).
That is especially common if you e.g. download an .apk from the internet and want to install it, but your phone thinks their own file manager is an unknown source (because it is not intended to download apps).

Should I rent a virtual Mac for Flutter development?

I'm going to begin working on cross-developing an app for iOS and Android using Flutter. I have a Windows computer and use Android Studio for mobile development (new to Flutter, but have experience with Android development).
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When developing an app with Flutter, do I always need to use XCode to test run the app on an iOS device, even if I have a physical iPod in front of me? For instance, I can use my Android phone with USB debugging to run/test the app on my phone thru Android Studio. Can I do the same thing with an iPod and Android Studio, or does it have to be done through XCode?
Thanks.
If you have a good PC/Laptop with good resources you can use VM Box and install macOS in it. After that you can use it to testing for iOS purposes.
Considering a rent on MAC is probably isn't a good option.
Renting will cost alot and will even go over budget if time is not spent properly. Therefore, in my opinion it would be best to get an old mac mini and maybe upgrade it if you have the budget

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I have, xCode 5, and i do have all the profiles needed to develop, and distribute for iOS, in fact i couple of hours ago, i just send my first app to Itunes Connect, so i think my environment, is fine.
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So, instead of using the command phonegap build ios, I tried phonegap run ios. The program runs, and also a folder was created with the xCode files.
I still dont know what was wrong, but it worked for me.

Is it possible to get an AIR 3.0 Captive Runtime app into the Mac App Store?

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