Do I need to stop a particle system if its gameobject has been disabled?

I have a pool of objects that each contain particle systems. When I use SetActive(false) on one of the objects, do I need to go to the trouble of getting the particle system component and calling Stop on it and calling Play on it when I want to reuse that object, or can I assume that all the resources used for running the particle system are being halted (in the same way that calling Stop would) when its container gameObject is set to inactive? Or, if this question shows that I’m missing some larger concept, please let me know.
Thanks!

If you want particles created by that system to “linger” after the parent object has been disabled, you will need to remove the system from that parent object prior to disabling it. Failure to do so will cause any living particles to disappear instantly.

I remember a similar need; I let my objects hold a prefab of the particle system. The system was instantiated when the parent became enabled, and removed from the parent just before the parent got disabled. These “orphan copies” of the system would then self-destruct once their particles died.

If you don’t care that the particles instantly vanish when disabling the object, YES, it is perfectly fine to NOT call Stop() when disabling the parent for re-insertion in the pool and Play() when they’re re-enabled.