Prefab Particle clones won't destroy, C#

This is so simple that I know I’m going to feel like a dunce when someone tells me what’s wrong with this.

So I have a prefab of a particle system that plays as the character walks around. (It’s water splashing around his feet). I have the following code on a collider and everything works fine; the particles show up as he walks where they’re supposed to.

However they’re not being destroyed in the hierarchy. So at the end of the level I have a zillion particle clones clogging it up even though they’re not visible in the scene. Here’s my code:

	public ParticleSystem waterSplash;
	public GameObject constructor;

	void Start () {	
		
		
	}
	void Update () {
	}
	
	void OnTriggerEnter(Collider other)
	{
		if(other.gameObject.CompareTag("Player"))
		
		{
		print( "collided!");
		GameObject newSplash = Instantiate (waterSplash, constructor.transform.position, constructor.transform.rotation) as GameObject;
		Destroy(newSplash, 2);
		}
	}
}

I’m not sure what is wrong with your code, but what I do to destroy one-shot particle effects is have a script attached to it like this:

     public float DestroyTime;
    
        void Start()
        {
             StartCoroutine("DestroyMe");
        }
    
        IEnumerator DestroyMe()
        {
             yield retuern new WaitForSeconds(DestroyTime);
             Destroy(gameObject);
        }
`
`