after Instantiate(textmeshpro) my Instantiate(particle effect) blocks GUI

IEnumerator Die()
{
_hasDied = true;
_scoreManager.MonsterPoints(_monsterPoints);
GetComponent().enabled = false;
GetComponent().sprite = _deadMonster;

        var ftext = Instantiate(_FloatingTextPrefeb, transform.position, Quaternion.identity); //floating text spawnen
        ftext.GetComponent<TextMeshPro>().text = _monsterPoints.ToString();

        int index = UnityEngine.Random.Range(0, _audioClipsDeath.Length);
        AudioClip clip = _audioClipsDeath[index];
        GetComponent<AudioSource>().PlayOneShot(clip);

        yield return new WaitForSeconds(1);
        Instantiate(_ParticlePrefab,transform.position,Quaternion.identity);  //death effect spawn
        gameObject.SetActive(false);

i added the 2 ftext → floating text lines and now the particle effect that starts when the object gets deactivated blocks my GUI text.
when i delete the 2 lines everything works fine.

all particle effects block the gui text when i add the IInstantiate(_FloatingTextPrefeb