Best way to use particle systems for explosions?

So I was initially instantiating a new particle system for every explosion but they weren’t auto-destroying, which surprised me. So I did some research and found a post which suggested that it was preferable to just use one particle system and move it around for each explosion. Unfortunately when I move it, it moves the other explosions along with it, so that’s not so great.

Basically should I be moving a single system around and if so, how do I keep it from erasing the previous explosion, or should I just create and destroy new particle systems every time? What’s the generally preferable way to do this?

Destroying and instantiating could be slow and lead to undesirable effects… I would suggest having the particle system already attached to the objects, and just turn on/off the emission when needed.

Something to this effect. It’s kind of pseudo-ish

float particleDurationTimer= 3.0f;
float timer;

if(objectDestroyed == true){
  timer += Time.deltaTime;
  myObject.GetComponent<ParticleSystem>().enableEmission = true;

  if(timer > particleDurationTimer){
   myObject.GetComponent<ParticleSystem>().enableEmission = false;
  }
}