Networked FPS raycast shoot inaccuracy

Hello
I have a simple networked FPS that is using raycast to shoot and instantiating a bullet (square) on impact.
With networking disabled this works fine but with networking enabled, roughly every third bullet jumps up a small distance, as seen in the image, whilst strafing. 101161-screen-shot-2017-09-03-at-102146-am.png
Any suggestions welcome, thanks.

Set isKinematic to true on Rigidbody to solve issue