Removing gameobjects 3 seconds after spawning

So I downloaded this script for spawning objects. It works really well but there is a problem: the objects that get spawned never gets removed, which creates lots of lag. Of course I understand that they wouldn’t randomly get removed without me programming a single code but i don’t really know how I am supposed to use the Destroy function to do what i want. Here is the script:

var prefabToSpawn:Transform;

var spawnTime:float;

var spawnTimeRandom:float;

private var spawnTimer:float;

function Awake()
{
	ResetSpawnTimer();
}

function Update()
{
	if(spawnTimer > 0)
	{
		spawnTimer -= Time.deltaTime;

		if(spawnTimer <= 0.0)
		{
			spawnTimer = 0;
			Instantiate(prefabToSpawn, transform.position, Quaternion.identity);
			ResetSpawnTimer();
		}
	}
}

function ResetSpawnTimer()
{
	spawnTimer = spawnTime + Random.Range(0, spawnTimeRandom*100)/100.0;
}

The Destroy function can take a parameter saying how long it will be before the object is destroyed. Also that script would be made a lot simpler by using a coroutine.

var minSpawnTime = 1.0;
var maxSpawnTime = 10.0;
var prefabToSpawn : GameObject;
var prefabLifetime = 3.0;

function Start () {
	while (true) {
		yield WaitForSeconds (Random.Range (minSpawnTime, maxSpawnTime));
		Destroy (Instantiate (prefabToSpawn, transform.position, Quaternion.identity),
				 prefabLifetime);
	}
}

You can call Destroy() with a future time parameter, so you can call Destroy() on your just created game object:

var go : GameObject = Instantiate(prefabToSpawn, transform.position, Quaternion.identity);
Destroy(go, 3.0);

Create a script that has this in it, then attach this script to the prefab you are instantiating:

private var Spawntime : float;
public var TimeInSecondsTillDestroyed : float;

function Awake(){
    SpawnTime = Time.time + TimeInSecondsTillDestroyed;
}

function Update(){
    if(Spawntime < Time.time){
        Destroy(this.GameObject);
    }
}

Once added, in the inspector, put the amount of time you want to wait till it destroys itself.