Any way to identify the object via PrefabPool in first hand?

Options
if i create let's say a FPS character on ClientA, then it is automatically replicated on ClientB as TPS character by using the class extending IPrefabPool. All is okay, i just wonder if i can identify the TPS character on ClientB at first event? I'm using a "ConnectionID" state right now to identify it, but would be very nice to identify it on the first PrefabPool Instantiate event on ClientB. Otherwise It is not easy to control their call orders on client side. What i do is to buffer them first and wait for their "ConnectionID" state is set from server and then they are identified so i can do some assignment. Any easy way other than this? Thanks, regards.