[Solved]How do I get a cannonball splash effect?

This sounds easy, but for me I’ve been hitting my head against it for over two days.
Anyway, I’ll keep it simple. Two objects: cannonball with particle effect, ocean with script to trigger splash and to destroy splash and cannonball x seconds after they hit the water.

My idea is this: Cannonball hits ocean, ocean fires particles, ocean grabs particles as a child (so particles stay right where they hit), then oceans destroys ball and emitter after x seconds (cannonball earlier, particles later).

Problem: Took a bit but here is the issue. The particle system doesn’t fire. What am I overlooking?

using UnityEngine;
using System.Collections;

public class CannonballEater : MonoBehaviour {

    ParticleSystem mySplash;
    

    private void OnTriggerEnter(Collider other)
    {
       
        
        mySplash = other.GetComponentInChildren<ParticleSystem>();
        mySplash.Play();
        mySplash.transform.parent = this.transform;
        if (other.tag=="Cannonball")
            Destroy(other.gameObject);
        Destroy(mySplash.gameObject, 5f);
       
                
    }
}

Got rid of reparenting. Used Instantiate at the position of the cannonball at the point it entered the trigger. This worked.