Need help with send data from client to server

hello

im creating a multiplayer game, but it’s now only send data from the server to the client.
And i want to send data from the client to the server to.

have you any idea to do it?

de code:

using UnityEngine;
using System.Collections;

public class Menu : MonoBehaviour {
	
	public string IP = "127.0.0.1";
	public int Port = 25001;
	
	public GameObject target;
	
	public string username = "";
	bool RegisterUI = false;
	bool LoginUI = false;
	public int MaxConn = 2;
	
	void Awake () {
        Object[] objs = FindObjectsOfType (typeof(Menu));
        if (objs.Length > 1) {
            Destroy (gameObject);
        } else {
		    DontDestroyOnLoad (this);
        }
	}
	
	void OnGUI()
	{
		if(Network.peerType == NetworkPeerType.Disconnected)
		{
			if(GUI.Button(new Rect(100,100,100,25),"Start Client"))
			{
				Network.Connect(IP,Port);
			}
			if(GUI.Button(new Rect(100,125,100,25),"Start Server"))
			{
				Network.InitializeServer(10,Port);
			}
		}
		else {
			if(Network.peerType == NetworkPeerType.Client)
			{
				if(RegisterUI == true  LoginUI == false)
				{
					username = GUI.TextArea(new Rect(100,125,110,25),username);
					
					if(GUI.Button(new Rect(100,150,110,25),"Register"))
					{
						networkView.RPC("Register",RPCMode.Server,username);
						RegisterUI = false;
					}
				}
				else if(LoginUI == true  RegisterUI == false)
				{
					username = GUI.TextArea(new Rect(100,125,110,25),username);
					
					if(GUI.Button(new Rect(100,150,110,25),"Login"))
					{
						networkView.RPC("Login",RPCMode.Server,username);
					}
				}
				else {
				
					GUI.Label(new Rect(100,100,100,25),"Client");
					
					if(GUI.Button(new Rect(100,125,110,25),"Login"))
					{
						LoginUI = true;
					}
					
					if(GUI.Button(new Rect(100,150,110,25),"Register"))
					{
						RegisterUI = true;
					}
					
					
					if(GUI.Button(new Rect(100,175,110,25),"Logout"))
					{
						Network.Disconnect(250);	
					}
				}
				
			}
			if(Network.peerType == NetworkPeerType.Server)
			{
				Network.maxConnections = MaxConn;
				
				GUI.Label(new Rect(100,100,100,25),"Server");
				GUI.Label(new Rect(100,125,100,25),"Connections: " + Network.connections.Length);
				GUI.Label(new Rect(100,150,200,25),"MaxConnections: " + Network.maxConnections);

       			if(GUI.Button(new Rect(100,200,100,25),"Logout"))
				{
					Network.Disconnect(250);	
				}
				
				if(GUI.Button(new Rect(250,150,25,25),"+"))
				{
					MaxConn = MaxConn + 1;	
				}
				
				if(GUI.Button(new Rect(275,150,25,25),"-"))
				{
					MaxConn = MaxConn - 1;	
				}
			}
		}
	}
	
	[RPC]
	void Login(string Username)
	{
		if(Network.isServer)
		{
			bool checkUsername = PlayerPrefs.HasKey(Username);
			
			if(checkUsername == true)
			{
				networkView.RPC("LoadLevel",RPCMode.Others);
			}	
		}
	}
	
	[RPC]
	void LoadLevel()
	{
		if(Network.isClient)
		{
			if(Application.loadedLevel == 0)
			{
				Application.LoadLevel(1);
			}
		}
	}
	
	[RPC]
	void Register(string Username)
	{
		if(Network.isServer)
		{
			PlayerPrefs.SetString(Username,Username);
		}
	}
	
}

You are sending from client to server and the other way around. Check your script. ( RPCMode.Server/RPCMode.Others )