Depending on how many entities you are tracking or whether they are unique or not you can tag them with a uniquely named component. It is a good way to group entites as well, and you can for example add an index inside the name component and assign it at creation and keep matching indexed builtin Arrays for always same sized groupings and List<T> for groupings that may shrink or grow, using whatever data you want associated with each in mono land in whatever type is the preference for your game logic. You can access data from them using an EntityManager created query filtering for your component and [ReadOnly] for performance using myComponentsQuery.ToEntityArray(Allocator.Temp)
A method you could use that would have utility in a number of scenarios is to tag the entities that got hit by a raycast and perform a query from mono land. Then you can set Debug.Log or manipulate game logic using the raycast data for example getting the Translation and Rotation data of the entity hit using the query filter API.