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ParticleSystem performance optimization questions: Clear(), Stop(), SetActive(false)

Say I have a ParticleSystem Component on a GameObject. If .SetActive(false) is called on that GameObject while the ParticleSystem is still playing, does the ParticleSystem .Clear() itself? Does it cost anything performance-wise to call .SetActive(false) on a GameObject containing a ParticleSystem that isPlaying (would it be better to .Clear() it first?)? What about .Stop()? Does .Stop() also Clear() a ParticleSystem? When should I use .Clear()?

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