Performant ParticleSystem Usage?

Good day,

I’m trying to make an ULTRAKILL / DOOM -esque gib effect when you hit an enemy with a bullet.

Problem:
-I am scared of Instantiating a particlesystem gameObject on each hit due to potential future performance issues

-Setting an already active particlesystem attached to enemy on idle to play a burst effect everytime on enemy hit = getting this error: “NullReferenceException: Do not create your own module instances, get them from a ParticleSystem instance”

Help, pretty please lol

Thanks

Combine the particle systems into one. In other words, use one particle system for all hits for all enemies.

Then use
particleSystem.Emit(count);
or
particleSystem.Emit(params, count);