> For the complete documentation index, see [llms.txt](https://docs.coherence.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.coherence.io/0.10/coherence-sdk-for-unity/networking-state-changes/player-name-sample-ui.md).

# Player Name (Sample UI)

coherence ships with a Sample UI that can be used to kickstart your project.

One implementation that we often see pretty early on prototypes, is the ability to show a name to identify players within a game session. So we've created a component to help achieve that: `CoherencePlayerName`.

If you want to network the Player Name set on the Sample UI, add a CoherencePlayerName component to your CoherenceSync:

<figure><img src="/files/UWKDWM5YTK5DTyEMThP5" alt=""><figcaption><p>Cube.prefab using CoherencePlayerName</p></figcaption></figure>

It will automatically bind its variable `playerName`, since internally it uses the [\[Sync\] attribute](/0.10/coherence-sdk-for-unity/networking-state-changes/sync-and-command-attributes.md). So you're already set. At runtime, `CoherencePlayerName.playerName` will hold the name of the player that owns that entity.

{% hint style="info" %}
This component is only valid for the built-in Sample UI. You can, at any time, develop your own mechanism of storing and synchronizing a player name. This component is a convenience for early prototyping.
{% endhint %}
