ClientRpc not functioning
This is a simple program designed to keep track of the number of players connected to the server, for debugging purposes, in the start method, I had just the server set its clientCount to -10 to see if by using [ClientRpc] the -10 could be sent to the clients, however, the client never received the -10 and end up staying at -1 (for these tests I was using a dedicated server and a separate application running the client, not a host that is both a server and a client). For context sake, here is a picture of the GameObject it is attached to (the selected one):

There seems to be a lot of outdated info out there and very little info on what I actually need to do so if someone can help, that would be great! :)
 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 using UnityEngine.UI;
 
 public class ClientManager : NetworkBehaviour {
 
     private static int clientCount = -1;
 
     //--------------------------------------------------
 
     // Use this for initialization
     void Start () {
 
         if (isServer) {
         
             clientCount = -10;
 
         }
 
     }
 
     //--------------------------------------------------
 
     // Update is called once per frame
     void Update () {
 
         if (isServer) {
         
             RpcSendClientCount (clientCount);
 
         }
 
     }
         
     //--------------------------------------------------
 
     public static int ClientCount
     {
 
         get
         { 
         
             return clientCount;
 
         }
 
         set
         { 
         
             clientCount = value;
 
         }
 
     }
 
     [ClientRpc]
     void RpcSendClientCount (int count)
     {
 
         clientCount = count;
 
     }
 
 }
 
 
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