Coroutine not paused after disabling gameObject

I’m reading this Unity - Manual: Coroutines
And it says

I made a coroutine from Start function:

IEnumerator Start()
    {
        print("************ 1 frame");

        yield return null;

        this.gameObject.SetActive(false);
        print("************ Set Active");

        yield return null;

        print("************ after pause");
    }

And print("************ after pause"); is never printed after SetActive is called.

Maybe I did or understood smth wrong?

Chances are, you don’t need coroutine at all. What you tying to achieve?

If the monobehviour is disabled, they aren’t stopped. That means if the component is disabled not the gameobject. When a script is disabled, Unity will not call its methods on the script such as update and fixed update.

The coroutine should still run if you change it to this;

    IEnumerator Start()
    {
        print("************ 1 frame");

        yield return null;

        this.enabled = false;

        print("************ Set Active");

        yield return null;

        print("************ after pause");
    }

Thanks, yes now it works as described.